Ouch, ty so much for pointing that out visually, , got it a and ya how that could be seen as a solution I also do not get ,obvious for now if one uses wm is as you noted, switch grid values.
TY mucho
nl
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Thorax repliedOriginally posted by Lyons Den View PostYou could do it that way also. Many ways to skin a cat, however just ticking flip y in WM is easier and quicker and I like easy and quick.
- Josh
Originally posted by neighborlee View PostHaving said all that, @Thorax :
" The only fix for the flipping on the Y axis, is to not flip on the Y axis with world machine. "
I don't recall anyone saying, flipping made things turn out wrong in ue4 given it expects that format, so just so I have all this straight 'when' I use wm, what are the pros and cons of flipping OR not flipping. I read through all posts and unless I missed something ( easily could have, its a lot to go through for a mostly noob to WM > UE4 ) I was hoping you could make this quick and easy to comprehend why you don't do one or the other ?
I"d rather have the 'right' way than 'multiple ' ways
Thanks
nl
Say I wanted to make this
And I wanted it to be connected as a tiled terrain in UE4. If I used the Flip on the Y axis option in WM. It would end up like the next image in UE4.
Clearly this is just not right. Flipping on the Y axis just isn't a proper solution.
I don't see why people keep suggesting this as the normal method of doing this.
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Lichbane repliedOriginally posted by Lyons Den View PostYou could do it that way also. Many ways to skin a cat, however just ticking flip y in WM is easier and quicker and I like easy and quick.
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neighborlee repliedAlso if this isn't being fixed in 4.8 as it was supposed to be, and they aren't fixing it due to time , or something, then what tiled terrain app is recommended ?
While I'm on the subject, can one just make their own terrains ( already have one large terrain ) and add them as they go into WC and expect them to be 'stitched' correctly or ?
Also :
(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)
,,certainly to me seems like it is a linear approach top down ( makes more sense to me anyway and I think how most of us were taught in school? )so maybe it is WM that should consider changing its settings.
Having said all that, @Thorax :
" The only fix for the flipping on the Y axis, is to not flip on the Y axis with world machine. "
I don't recall anyone saying, flipping made things turn out wrong in ue4 given it expects that format, so just so I have all this straight 'when' I use wm, what are the pros and cons of flipping OR not flipping. I read through all posts and unless I missed something ( easily could have, its a lot to go through for a mostly noob to WM > UE4 ) I was hoping you could make this quick and easy to comprehend why you don't do one or the other ?
I"d rather have the 'right' way than 'multiple ' ways
Thanks
nlLast edited by neighborlee; 07-09-2015, 06:17 PM.
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Lyons Den repliedYou could do it that way also. Many ways to skin a cat, however just ticking flip y in WM is easier and quicker and I like easy and quick.
- Josh
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Thorax repliedThe only fix for the flipping on the Y axis, is to not flip on the Y axis with world machine.
After you have built your tiled world, you need to revert the y coords for all the file outputs.
Say you have 16 by 16 tiles.
Output_x00_y00, would become Output_x00_y15
Output_x00_y01 would become Output_x00_y14
Output_x00_y02 would become Output_x00_y13 and so on.
This needs to be done for your height and weight files.
Apparently this will be resolved in 4.9. Saying that, I read it would be fixed in 4.8 also.
Hope this helps!
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Lyons Den repliedAlright, I updated the first post. It was a fairly simple fix. Instead of using landscape layer weights, use landscape layer blend nodes. You will only need one node. Then in the node properties and each layer to the elements and label it to match your weights. Hope that works for you. I just tested in 4.8.1 with no issues. You will have to play around with the scaling to get it perfect.
- Josh
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Lichbane repliedOriginally posted by Lyons Den View PostI honestly haven't tried this process in 4.8. Give me the day and I'll go through the entire process and update as needed.
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Lyons Den repliedI honestly haven't tried this process in 4.8. Give me the day and I'll go through the entire process and update as needed.
- Josh
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Lichbane repliedI'm a bit of a noob when it comes to material setup. I tried following the procedure set out in the OP, but part 1.4 had me a bit flummoxed. The result is that I ended up with a pitch black texture on my landscape.. Can someone explain the strange textures below the three other textures? And where do I find the tiling parameter on the landscapeCoords (I can't seem to find it. Is it different in 4.8.1?)
EDIT: I just noticed that Mantikore (above) seems to have the same problem. Did anyone find a solution?Last edited by Lichbane; 07-08-2015, 12:26 AM.
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Opi3 repliedI'm having a problem with importing the terrain into ue4.8. I'm not sure if its how I'm exporting from wm2 or on unreals side. Trying to do a tiled landscape but it all still imports as one tile.
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Shuwa repliedDo it Step by Step but if i load all my levels they get placed on the same place so they just overlap tile over tile
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Mantikore repliedHey,
For me everything is working fine except for the material setup part, I think I followed all instructions but my material remains black for some reason. Did that happen to anyone before?
Edit:
I should have mentioned the material appears black in the preview window inside the material editor. Strangely enough, when I applied it via the Import Tiled Landscape menu, it ended up showing correctly inside the engine. Strange?Last edited by Mantikore; 05-19-2015, 05:31 AM.
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