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    WM to UE4 Tiled World

    Hi all. Still having a problem with this in 4.8 preview. It has always been the same and I haven't found a fix for it yet.

    Basically, importing a tiled terrain from WM always imports it wrong. You can flip it on the Y axis.... but that is completely pointless as doing that makes your entire terrain flipped on the Y axis...

    This is what I mean.
    Click image for larger version

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    Obviously, I could go and flip things in Photoshop or whatever, but that would take forever. For each tile I would need to flip over 10 weightmaps, and on a massive landscape that's say 40x40km.... Yeah, it just wouldn't be feasible.

    So does anyone know how to go about fixing this?

    Thanks in advance all!

    #3
    Yes... Like i said, that is completely useless as it flips the entire world when built. Making it completely backwards in UE.

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      #5
      I assure you, it doesn't work correctly. Read my first post again.

      In World Machine
      http://i.imgur.com/QhzL0ri.png
      In UE4
      http://i.imgur.com/Mc5tTJD.jpg

      Problem occurs in all versions of UE.

      Comment


        #6
        I am not saying you are wrong, but I use the Flip-Y and it works for me. Are you setting your z-axis correctly in UE when importing(you need to do a calculation)
        Can you show us a picture of your WM outputs? are you using a custom macro, bitmap outputs, or ??
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          #7
          It has nothing to do with the z axis, the z axis is just the vertical scale.

          Flipping on the Y axis, does literally that.

          Importing after flipping on the Y axis my import it in one piece but the entire map is flipped. The same thing happens if you use a single advanced perlin for generation, or the most advanced network you can imagine.

          Here's the setup im using to test the tiling. I used the layout generator to draw the coord's on each tile and the border to show it matching up. If I flip on the Y axis, the 1's are mirrored obviously. As you can see in my previous post.
          Click image for larger version

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            #8
            Sorry to bump. But does anyone know a solution to this? How is it possible that this doesn't work at all?

            Cheers all!

            Comment


              #9
              Hi Thorax, the reason for this is that worldmachine and UE4 read the coordinates in different ways.

              Try using a node called "Flipper" in your worldmachine file and then re-render with the same Y flip naming options enabled. Warning that flipper does have some problems with some other nodes. Those nodes usually have a little red warning symbol.
              Ryan Brucks
              Principal Technical Artist, Epic Games

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                #10
                Thanks for the response RyanB.

                Hmm... I have tried a flipper in the past but with no success.

                I read on answerhub that this was filed as a bug and supposed to be fixed by 4.8. Could you possibly comment on that at all?

                Thanks again. Really appreciate the help!

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                  #11
                  OK, so every single flipper has a red exclamation mark.

                  Here it is in World Machine
                  http://i.imgur.com/hrivW04.gif
                  Here it is in UE4 when not using tiled import.
                  http://i.imgur.com/Gg2gsoN.png
                  And here is the exact same terrain using tiled import
                  http://i.imgur.com/ilRja5Y.png

                  All the screen shots are taken from roughly the same location. (at least the same direction)

                  The landscape is just a random 2km area for the purposes of testing this out.

                  Here is the node network in WM. (It's very basic as I am just trying to get this to work.)
                  Click image for larger version

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                  The UE4 Output Macro is only doing selections. Selecting slope, height and such, nothing fancy. The three erosion ones are just fed into an equalizer then a clamp and back out again.

                  Here is my Tiled Build Options window.
                  Click image for larger version

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                  I honestly have no idea what's going on. It looks fine when not using tiled, but completely screwed up when I do.
                  I did wonder if it had something to do with the blending percentage.

                  Again, thanks everyone for any help. Its very much appreciated.
                  Last edited by Thorax; 05-13-2015, 01:45 AM.

                  Comment


                    #12
                    Again. Really sorry to bump. But can anyone shed some light on what is going on here?

                    It appears as though the weight maps appear as they should, but the landscape gets completely altered when using a tiled build.

                    Thanks in advance all!

                    Comment


                      #13
                      I always set Blending percentage to 100%. I also uncheck "calculate edge tiles on..."
                      The only thing i can suggest is have someone else try to build your WM file and import it. PM me if you want me to try.
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                        #14
                        Still no difference.

                        Has anyone been able to do tiled world with weight maps?

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                          #15
                          No. To be honest the flipped node caused me too much grief as well.

                          Never told anybody this but the gdc kite demo landscape is flipped compared to what it was initially supposed to be, but I just rolled with it. This isn't really a ue4 bug its more just an oddity of interface between UE4 and worldmachine. And worldmachines flipper node not working nicely.
                          Ryan Brucks
                          Principal Technical Artist, Epic Games

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