So I’ve spent 5 full (16 hours each day) day’s trying to download topographic info from OpenTopography.org and then converting file with VTBuilder and exporting to World Machine and then to UE4…BUT here is what goes wrong…
Everything…
When I import into ue4, its in a square and is smashed into one landmass…which is huge and awful…The Country of Armenia is what Im trying to put in ue4. And I turned on world comp but it did not work…
Plus Im on ssi so i cant buy WM so im having to use free 513 res…but…what help, advice, or tip can ya’ll give me? This is not for a game, This is for a good cause…
You no longer need the non free world machine for this : Page not found it does support TILES , so you’d be fine. L3DT is what I’ll be using as needed.
VTBuilder I know of, but never used as it didn’t seem to do what was needed.
I’ve used 3dem which is amazing software and does lots more, BUT you can do as such:
Yes streaming is part of world comp as without it most computers couldn’t handle the result.
See world comp tutorials if you haven’t already: https://www.youtube.com/watch?v=4Jqe1MKj1qA , not the only one, but a decent one by ue4 dev.
Each level in the world composition can have up to 4 LOD streaming levels. LOD streaming levels are similar to mesh LOD. Depending on streaming distance settings streaming level will be replaced with corresponding LOD level. LOD levels automatically discovered by World Composition using pattern [Package name]_LOD#. Where number should be from 1 to 4. LOD levels can be created manually or with automatic LOD map generator which requires Simplygon.
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You set the streaming distance,and when applicable depending where player is on map/level the LOD will start,all that dance is about huge worlds and actually making it run without a super computer
RE scaling the height maps.
Be careful. You want to try and maintain the correct ratio.
If you downloaded a 30m DTM you get 30 meters of terrain in 1 pixel of height map.
So, to make that 1 to 1 you would have to multiply the size of the height map 30,000%.
Doing this will obviously create artifacts and terracing.
If you download a 5m DTM then, the stretch required will be far less.
If you managed to find a 1m DTM, youd have no stretching…
Thank you guys I’ll show you soon what it looks like, still working on it *side note, 1m DTM means a very small area? or just they way they took picture? the data im using is SRTM GL 3 *30m
1M dem’s are VERY rare, lucky if your game shall take place for zones that have them, faik most of u.s has none OR are very expensive ?
IE: 1m DEMs are satelite images very close to ground for nice walkable terrain. 30 M is ‘ok’ too, but 1M would be ideal , and why the reference was made as to why no conversion then is needed.
Dtm = digital terrain model. The measure preceding it is the effective size of each pixel in the data. So 1m DTM = 1 pixel is 1 meter. 30m DTM = 1pixel is 30 meters.
A DEM is a digital elevation model.
In most places these 2 mean the same thing.
In America they don’t, the DTM is a vector representation of ridgelines and streets that complements the DEM.
So yea, you would want a 1m DEM. And yes they are super rare.
Grass Gis can probably help lessen the terracing effect. I have to really look into it myself since the areas I want barely have 50m DEMs…
Either way, making the 30m dem 1:1 is not so bad. You can run the smoothing tool over it (low stenght) manually and solve most of the terracing within the playable area. The further out the landscape gets the least the terracing will be visible (to some extent though it will always be visible since every 30 meters will be 1 pixel of data).
Only issue i’m faced with is math lol…So I’m still in a hole, my map size is 17,000 by 28,000… And I can’t edit it to fit microdem’s 24,000 limit… So I loaded it in L3DT Pro but not sure what to do next. I never used this program but once lol
ok so i got it in engine…and its a huge map but…its still not real world scale…806800cm x 403400cm x 50000, its in 8 files (levels) in world comp…is it because the dem is 30m and not 1m?