Dumb Questions For A Msssive Landscape

I’m making a massive landscape in Zbrush that I can later split up into section, and maybe further edit them outside of Zbrush. On the lowest subdivision, one quad equals a landscape of 63x63 Quads, 2x2 Sections, 8x8, 1009x1009 (would this be the best value for something like this?) The max UE4 world/level size is 20 km[SUP]2[/SUP]. That is about 20 of these landscapes across, or 20x20. The one I have set up are 16 sections of 18x18. I estimate the max size of this world to be 257.6 km[SUP]2[/SUP]. Say if this project ever sees the light of day, 64.4 km[SUP]2[/SUP] will be DLC, and this is only part one of a game that is located on a western continent, and part two will be an eastern continent.

For referencehttps://youtube.com/watch?v=80vctFJqoG8
I came up with the map size after comparing the default UE4 character with a walls circular walls of what would be a citadel/large city.

So my question is, what would be the best way to go about setting up this world? Would it be world composition? Does it support multiple Levels in a similar way to Final Fantasy XV online (could not find information on that), or should I attempt to scale everything down to 1/16th of the original UE4 scale?

https://i.gyazo.com/2f73a0a25121a24d2695663a38e64e30.png

https://i.gyazo.com/df2fc848b1edda27cab27da0a608d3ac.png

So I would use something like Quadspinner Gaea or World Machine to make your height map. It would just be more accurate IMO.

As for the large world bit - Use world Composition :slight_smile:

Thanks for your response!

I actually have had World Machine + QuadSpinner’s Geoglyph for a while, the only thing is that I like having manual control.

So after thinking about it more, I think the best way to do it is to use a not so detailed Zbrush map as a reference, rebuild it in UE4 from scratch to have a better Idea of distance and height, then find a way to export all landscape planes as OBJ/FBX with all of them keeping their XWZ position (and stitched). That is can I do that? Maybe individually, or [ctrl]+select multiple object, then export? After, take it into Zbrush if necessary, and build one large height map to use in QuadSpinner’s Geoglyph for erosion and similar detail. I just don’t know the map size limit for Geoglyph.

I managed to get more info on World Composition, but read that it does not work with multiplayer. So pretty much found mix answers about MMO compatibility. I’m not sure of the meaning of Multiplayer compatibility. Does that mean no split screen, or will World Composition work with an MMO so long as it’s one player per system? Would World Composition work for an MMO if you use something like a level sized area specific load distance for other players and NPCs?

The idea is to do an offline single player game, then reuse the landscape for an online version if successful. My main concern is if World Composition doesn’t work for the MMO version, how will I handle view distance when on a mountain area north east close to the center of the game world, and pathways to the next level. Not sure if I will need specialized meshes, or to be a photo based view distance, but photos might not work in the mountain area. To use photos for the mountain area, a landscape using World Composition might need to be made to use as a recourse.

So maybe the offline version uses World Composition, and the MMO version will use the offline version as a source for image based view distance, after being split into multiple levels? Similar to the way Final Fantasy XV Online handles levels. Or is there something I’m missing, or misunderstanding?

EDIT: Nevermind. World composition should work with a future MMO version or mode. A server solution would just have to be made, and can be done at anytime. (Hand palms face***)***