I am trying to recreate a Minecraft world. I pixelated a height map and I got a landscape like this: http://imgur.com/a/pGRbo
It does not look bad but the sides are all messed up and instead of angling at 90 they have a slight slope. The textures are also messed up and require meddling with the planar textures I think.
Is there a better way of getting a Minecraft-like terrain without C++ or complicated Blueprints?
The best and most efficient way is to do it programically, but there’s also probably some plugins/scripts for 3D programs like 3ds Max that can construct things that way, you would take your smooth terrain mesh and it would rebuild it from cubes. But that would just end up as a mesh.
If you want to do things the way they really need to be done for things to run well and function properly then you’d need Blueprints.
The only way I know of to get Minecraft terrain, Is to do what Minecraft does for terrain.
Blocks, There was a post a while ago about someone doing this in blueprints using instancing.
A search should find it, IIRC it had minecraft in the name.
HTH
I am only trying to make a realistic scene not a full game so I really don’t want to hassle to much with Blueprints if not necessary. I will try to make the terrain in 3ds Max then.
I saw that but it looks too complicated for me because I’m not that good with Blueprints.
It looks much better when I import the map from Blender: http://imgur.com/CoDiOKI. I was hoping to do it with terrain generation in UE4 so I could make a giant map without importing a mesh with 700000 faces for one mountain though.
UE4 terrain system use heightmap based system. Without infinite tesselation you won’t get vertical ridges.
If it is just a scene and not for a game, And that you don’t want to use BPs.
I suggest modelling the scene in your CAD program(Max/Maya/Blender/ZBrush/Etc) and then setting that up for rendering inside UE4.
HTH
OK, I did make the terrain in CAD. It doesn’t look bad: http://imgur.com/a/O72RB. I used a planar material for the textures.
This is my setup: http://imgur.com/XnFTilP
I can not figure out a way to make it always project the same texture dimension without distorting it regardless of the world position?
There are a few series on YT covering voxel/blocky terrain in UE4 with C++/blueprints to get started.
Any direct links for a YT tut with blueprints?