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Wolrd Machine to UE4 using World Composition

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  • replied
    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.

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  • replied
    I'm having the mirror options as well I can figure it out.

    I have checked the setting over and over.

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  • replied
    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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  • replied
    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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  • replied
    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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  • replied
    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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  • replied
    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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  • replied
    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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  • replied
    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?

    Leave a comment:


  • replied
    Hey! Thanks for that! I will be trying it out soon.

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  • replied
    Hi,

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

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

    - Josh

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  • replied
    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

Name:	Snowy-WIP.jpg
Views:	1
Size:	572.3 KB
ID:	1053859

    Best,
    Hendryk
    Attached Files

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  • replied
    Yep good find. R16 is for the heightmap and raw is for the layer maps. Sorry I didn't respond sooner. How did it turn out for you?

    -Josh

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  • replied
    So, I finally found the error. I tought the file type of the weight layer has to be set as raw16 bit. If I export them as raw8 bit, it works fine.

    Sorry Guys

    Leave a comment:

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