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Wolrd Machine to UE4 using World Composition

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    #16
    I have a little bit of a tilling problem with my textures, but after all and some basic materials, it turned out well.




    See attached:

    Click image for larger version

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    Best,
    Hendryk
    Attached Files

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      #17
      That looks awesome. I need to work on my materials and textures also. But yours looks great!

      - Josh

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        #18
        Hi,

        I want to thank you for this awesome tutorial! It has really helped me out. Thanks a lot dude.

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          #19
          Hey! Thanks for that! I will be trying it out soon.

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            #20
            Import in UE4 is mirrored ?!

            Originally posted by Lyons Den View Post
            Alex,

            I will have to look into that tool when I get home. That could be another way to do the tiled build. I also forgot to mention that World Machine exports tiles in this format:

            (0,3) (1,3) (2,3) (3,3)
            (0,2) (1,2) (2,2) (2,3)
            (0,1) (1,1) (1,2) (1,3)
            (0,0) (1,0) (2,0) (3,0)

            Were UE4 imports tiles in this order:

            (0,0) (1,0) (2,0) (3,0)
            (0,1) (1,1) (2,1) (3,1)
            (0,2) (1,2) (2,2) (3,2)
            (0,3) (1,3) (2,3) (3,3)

            That is for a 4x4 grid. That is why I flip the y on the output of World Machine. So when you save your tiles be aware of how UE4 imports them.

            - Josh
            Hi,
            Thanks for this so useful "how-to" ! All works like a charm except that: when I import my tiled landscape in UE4, each tile seems to be mirrored... For example I have a crater with a river on the left side, in UE4 all the crater is mirrored resulting in a river on the right side of the crater... (Using UE4.6.1). Any idea?

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              #21
              Originally posted by phron View Post
              Hi,
              Thanks for this so useful "how-to" ! All works like a charm except that: when I import my tiled landscape in UE4, each tile seems to be mirrored... For example I have a crater with a river on the left side, in UE4 all the crater is mirrored resulting in a river on the right side of the crater... (Using UE4.6.1). Any idea?
              Thanks glad I could help. As far as the mirror issue goes, I will have to try a reproduce it. What are your settings on export from world machine?

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                #22
                In all the time I've used world machine with UE I never noticed this! I guess my terrains are quite generic and mirroring wasn't obvious.

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                  #23
                  Great tutorial, I've gotten my terrain to work but I was wondering how you would go about managing "background" terrain? I'd normally just put a low resolution version of the terrain on a mesh and use a color and normal map and have that draw on the persistent world, however this causes visible seems at the edges of where the high detail terrain meet the low detail terrain. In Unity I could use various shader draw order tricks and use a cheap alpha blending method, however this method does not appear to be available in UE4 so I'm a little stumped

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                    #24
                    Lots of options there.

                    1. Create all the terrain you want to see and let UE's CLOD handle it. That's a fair whack of extra data though.

                    2. Do something like Far Cry 4 and put fog between near and distant terrain.

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                      #25
                      Thanks for posting this!

                      I am a big fan of World Machine. Thanks for sharing such good info about getting this data into UE4!

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                        #26
                        Originally posted by Lyons Den View Post
                        Thanks glad I could help. As far as the mirror issue goes, I will have to try a reproduce it. What are your settings on export from world machine?
                        Hello,

                        In WorldMachine my settings are :
                        • Size of overall terrain: 32km x 32km
                        • General settings resolution : 1009x1009
                        • Maximum elevation 3540m
                        • Base Elevation -300m

                        In the Tiled build option tab the settings are

                        My heightmap is exported as RAW16, the weightmaps are exported as RAW, "participate when building tiled worlds" is checked for each of them.

                        Hope you have all the info you need, thanks for taking the time to have a look at this weird mirror issue...
                        Cheers

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                          #27
                          I'm having the mirror options as well I can figure it out.

                          I have checked the setting over and over.
                          James Brad Barnette
                          Senior Creative Artist
                          Sleeper Agent Creative

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                            #28
                            HAs anyone submitted this as a bug? It seems to be an issue with how Unreal is reading the files in. As in they are correct when viewed in photoshop. It is Unreal Engine that is doing the flipping on X Technically they are both wrong X and Y.
                            James Brad Barnette
                            Senior Creative Artist
                            Sleeper Agent Creative

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                              #29
                              So basically this is completely broken and no one has noticed?
                              James Brad Barnette
                              Senior Creative Artist
                              Sleeper Agent Creative

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                                #30
                                As a workaround would flipping them on X in photoshop before you import them in UE4 solve it? That is until it is fixed

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