Procedural dynamic Automatic Landscape Material Set 3 Tropical Islands

Hi
I would like to purchase your “Tropical Islands” in order to use it with “RPG Engine Toolkit”. I believe I will have to set RPG engine as my project, so would I be able to place “Tropical Islands” into “RPG Engine Toolkit” project.

I’m asking because someone said that Tropical islands had to be the project, which would not allow it to work with RPG Engine Toolkit.

If there is a special way needed to do it, please advise.

Thanks in advance for any help you can give to me.

I’ve seen your post and this is the tutorial on what to do just have a look at the picture below it shows which steps you have to take in order to migrate this pack into an existing project.
1 put the project into a convenient location
2 wait for the download to finish
3 open your project from the launcher
4 once your project is open right click on the landscape set in the directory and select migrate
5 in this window press okay
6 locate the content folder of your target project and select folder
7 now the content folder directory from the island pack has been moved after some time into your target project.
8 This however only moves the unreal content if you would like to transfer the height maps for later import locate them make the right click and go to show an explorer now you can essentially copy them to any location where you want to import them from in your future project.
9 You should now be good to go to put this package into any game that your desire.

Hi cronos3k, hi all,

I am currently trying out the islands and here are my first impressions.

Nice: The procedural landscape material works as expected both when sculpting and when importing a height map. It’s great to have that variety in appearance simply based on height and slope.

Not so nice: I sort of expected the procedural material to have less subtle normal and specular mapping. Sure, there is an insane amount of bloom and sparkling, especially near the water. But the trees, rocks and terrain have none of that shiny and vibrant look. In fact they’re disturbingly flat and lifeless from up close. I mean, look at the palm tree trunks in the HD screenshots up there - hard to believe they’re detail-mapped at all (I can see how the normal map contributes to the shadows on the palm tree trunk, but besides that the texture looks completely the same from any direction).

That’s my #1 concern, really: I figured the textures/materials would be sharper. And now I wonder - is there a way to bring out the detail in the normal and specular maps, so that it responds to camera orientation at least as much as the normal/specular mapping on the hat and coat of the “FuseModel” playable character? Currently the only “lively” part of the terrain is the wet .

Please acknowledge, and let me know if maybe I there’s some easy setting that I’m missing. I can crank up the normal and specular intensity, but maybe there’s something else at play here?

P.S. The wet effect coming and going with the waves is nice, but ideally it should have a delay, so that wet appears only as the wave recedes.

OK, never mind. I took a deeper look at the package and apparently it just needs better (much better) textures overall. For example, on the palm tree trunks there is currently no specular detail, only a very coarse normal map - so it’s no wonder that they look so flat in close-up. Same for the rock face and dirt-pebbles mix - they start looking a lot better once I swap for some HQ textures.

So, I would say, if there ever is an update to this thing, maybe consider improving the texture detail (doesn’t really need to be that much higher-res, just cleaner and crisper where it matters; I might post pictures here of what I mean). And - for the love of Moby D!ck - don’t drown everything in Bloom, ever!