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WM to UE4 Tiled World

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  • replied
    Hello Thorax. I saw you had quite a fight with World Machine around forums. May i contact you via mail for some questions about tiled worlds?

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  • replied
    Sounds awesome.

    Just curious, what is the purpose of the WM folder generator?

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  • replied
    Thank you for the resolution. I'll see if I can include a renamer function in my WM VB tool and implement it.

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  • replied
    OK. Some progress!

    http://i.imgur.com/hXtBM9I.png
    http://i.imgur.com/Pjsfym6.png

    16x16 km map. 1m per pixel, 1009x1009 tiles.

    No flipping on the Y axis. No flip nodes.
    Erosion and 100% blending.
    Total elevation of 2048m


    All I did was run the output files through a batch re-namer.

    output_x00_y00.r16
    output_x00_y01.r16
    output_x00_y02.r16
    output_x00_y03.r16
    output_x00_y04.r16
    output_x00_y05.r16
    output_x00_y06.r16
    output_x00_y07.r16
    output_x00_y08.r16
    output_x00_y09.r16
    output_x00_y10.r16
    output_x00_y11.r16
    output_x00_y12.r16
    output_x00_y13.r16
    output_x00_y14.r16
    output_x00_y15.r16

    Needs the y coordinates reversing. I was able to do this by manually entering replace y00 with y15, y01 with y14 and so on.

    This wasn't too time consuming on a 16x16 landscape, but for much bigger maps this will be a massive chore. Still looking for a better way to do it.
    Attached Files

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  • replied
    So, after a break. I sat down to look at this some more.

    Using any form of flipper is pointless.
    If you flip the export on the Y axis, yes, it will import connected properly, but of course the entire landscape will be flipped. You can remedy this by using a flipper node, but then youre back to where you started, having to peice the landscape back together in the world composition tool.

    Blending when using a flip node also completely screws everything up. Any amount of blending will often alter the terrains elevation to something unrecognisable.

    So. What I need to know is, what script should I use for renaming the outputs from World Machine? file_x02_y02.bmp is the format it uses. Does anyone know how i could batch rename them to import correctly to UE4?

    Is there any chance changing the Naming String within world machine would fix it? Currently its "_x%x_y%y"


    Any ideas how I could fix this? Cheers everyone. Much appreciated!

    Leave a comment:


  • replied
    ARGH! This is maddening. I've just exported a simple terrain.

    Advanced perlin >> Channelled erosion >> Coastal Erosion >> None Channelled Erosion.
    Didn't Flip on the Y axis or use a flipper node, blending was set to 0 and it worked perfectly. Granted... I had to move the tiles around with the world composition tool in UE. But it worked.

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  • replied
    Overlap settings? Is that the tiled blending percentage?

    EDIT: It looks to me that using any form of erosion and tiled building is a recipe for disaster. It just doesn't work.
    If you use erosion and blending when doing a tiled build, the terrain will end up looking nothing like what you expect.
    Using blending at all completely changes the elevation of your landscape.

    As far as I can tell, the only way to get it looking how you want is to not use any erosion or blending, and not flip it on the Y. Then batch rename the files as you suggested. I can't see any other way of getting expected results.
    Last edited by Thorax; 05-22-2015, 02:09 PM.

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  • replied
    It really depends on the terrain. I had another world that I was working on as an alternate backup and for some reason Tiled was causing things to move all over the place (rivers in wrong part of map etc). I seems to happen when doing lots of fancy blending using layout generators.

    What if you increase the overlap settings in WM?

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  • replied
    That may work yeah.

    The thing I find most odd though. Is that the elevation itself, without any weight maps involved, is completely different when using a tiled export.

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  • replied
    Yea, I suppose we could come up with a simple script or something that does batch-renaming of the files since that is really the culprit here.

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  • replied
    Ahh I see. So you made the kite demo landscape? I didn't know that.

    I am aware it is a problem with WM I was more curious as to whether anyone here has experienced this problem.

    Cheers anyway.

    Leave a comment:


  • replied
    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.

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  • replied
    Still no difference.

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

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  • replied
    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.

    Leave a comment:


  • replied
    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!

    Leave a comment:

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