Here is my file setup
http://new.tinygrab.com/664f42550cc8310aee174fcdd6dbe116f6ebc9525f.png
Here is my file setup
http://new.tinygrab.com/664f42550cc8310aee174fcdd6dbe116f6ebc9525f.png
So what’s wrong with copying TheIsland level and just deleting what u dont want, or moving it off to the side? Then you’d have a working day/night/weather system and stuff, as well as the correct post process volumes, and ambient windsounds, level BP script, matinaees, etc… Or will that not work?
It will work, kinda. There is a lot tied together that you end-up building yourself, so, it wont really work out in your favor. Plus you wont learn anything
all the spawns will be “off” and you will take months to sort that out
biomes will be jacked up
blueprints will work, but, you will be missing a lot of things that you will remove, so, it will be a broken map
Idk what goes wrong with my map, but the daycycle will not work i always have the nightsky and black clouds and nothing is moving.
haha, I am actually helping someone with this exact issue
3 things can be wrong:
Once i figure out the problem on this map, I will post the solution. Right now, I’m going on a little over 2 hours rebuilding foliage instance due to some floating grass … haha. Even gave it “High” CPU profile and it’s still taking forever.
I’ve copied and setup all this multiple times and everytime the same, also i forgot nothing. Further if i double click on a sublevel, the view is changing everytime and all the stuff in the sublevel is moving as well, what is that? With all that i can’t make my map.
I can verify this all works. Now that i have done it 100 times i can whip up a BP and full sky/day/night in about 15 min.
I am going to assume you grabbed the BluePrint stuff as well? Dynamic Capture also ?
Rebuilt the lighting? Opened MasterDay matinee and pressed play to test it?
I’m pretty sure i have all the stuff for that and i also rebuilt the lighting. It would be great if you can check it and bring it to work. Question is how?
I had my friend send me his map file. It was small, like 5mb so it wasnt a big deal.
My map is about 200mb as zip. Sending via email is a bit complicated. Maybe i can upload to my server so you can download idk.
@Angrytoilet i’ve wrote you a pm.
hey , i just played terra-nova it looks great! Did you paint the map textures by hand or use splatmaps, or whatever they are called, to auto-paint the map?
also, how did u add a hole to the map for that giant cave?
the hold is a terrain tool, its the visual one. You can remove parts of the landscape with it, kinda like painting invisible spots haha.
I tried the terrain tool that say it makes holes, and it only removes the textures, leaving the default grey-squares. Is there a special material I should be using that allows that tool to make holes?
on your landscape yuu need to have 2 materials, the last being the same as your main but with the _hole at the end
Any reason why Shared_Grass_01_LayerInfo won’t show up on Mat_TheIslandWithMasks_Inst? I’m getting shader compiling and temporary gray boxes but nothing shows up. Seems none of the paint wants to show in my sublevel
use Mi_Newisland / Mi_newisland_hole now
Thank you for creating this tutorial!
I just have a few questions…
-My plan is to make a map that’s 3 times the size of TheIsland… to achieve this size, would I just change 32 x 32 to 96 x 96? Or am I way off in guessing which setting controls the size of the map? (numbers used based purely off of the image in the tutorial - 96 x 96 is not the size I’m aiming to make, it’s just the numbers I’m using to more clearly express my inquiry)
-Also, would it still be necessary to submap at this size? This, I ask because I’m not sure if that counts as a very big map in this context or not… and I’d like to utilise a height map to form my island into a rather specific shape. I’m just imagining it would be easier if it was all one piece… I could be wrong though.
-And, last question… easiest way to keep an eye on my umap file size?
Thanks again!
3x the size? Its all a guess really. I good measure would be to import the island landscape and see. Or, depends how many squares of something you have against theirs. I mean, there really is no real way to tell. The questions come in as: Your 3x bigger, but, do you have buildable space vs. theirs? Water space? How about all the caves and such they have, do you compare to that space as well? Landmass is easy. You can plop a landmass down and boast your amazing “bigger then…” stats. But it all comes down to the space that you have, how well is it used? You can have a map 500x bigger, and, it be total boring ****. You can have the same size map, and, utilized your space well, plus, add new cave systems, do full underground mapping … tons of options. Again, landmass means nothing unless you use it properly. For map size, keep in mind, the unofficial servers have a general population of like 50. Maybe not even that much at times. From a quick “look” it seems most unofficial servers have about 20-30 people. Yea, i know there are a lot with 50+, but, taking in account ALL the other servers, not just the super popular ones … probably about 20-30 is a more realistic view. Do you think 20 ppl will fit well on something the size of Asia? lol … im not saying dont go big, just saying to keep in mind what your building. Bigger is harder to maintain and a lot harder to fill. Mapping is a lot of work, sometimes it looks easy, and, some times it is. But the bigger you go, the work load grows exponentially … just food for thought.
Benifits to submapping:
Works great for lower-end computers that are not designed for development
Keep things super organized so your not trying to fish around for 1 messed up dino spawn in the mess of what will be your map in the editor
Helps players gain better framerates to to smaller load chunks
When laying your “near” and “far” you will, 100% will, run into issues when painting. It will turn into a single click takes 10-20 seconds to paint 1 tree if you do not submap. Im on a 64GB ECC RAM and a duel QUADRO video Dev machine and i was starting to get the issues when i did not submap. Did my players suffer any ill effects? Not really, but i was. It is in your best interest to make new maps for:
Player Spawns ← not as important
Dino Spawns
Near
Far
Clutter
Landscape
–Any additional landscapes on their own map as well–
Now, i would also take it several steps further, and, just visually map your area. Lets say you have 5 mountain ridges on your map. That would be something like “mountain_spawns1, 2, 3, 4, 5”, “mountain_near1, 2, 3, 4, 5”, “mountain_far1, 2, 3, 4, 5”. Now if you want to divide MORE then that, you can, but, at least you see the basics. Do you need to map out and break into 1x1 squares? Nah, I havent noticed any benefit from breaking down that much, but, at bottom breakdown, you should have all items on the respected map.
Can you break down AFTER you have done a ton of work? Sure, its a bit of a pain because you have to move things from umap to umap … but its not that bad, just takes time.
Easiest way to keep an eye on it? File Explorer? If your worried about making it too big, then, dont add 40 terrain maps … I cut my map down about 700mb just from removing added terrains i ended up not needing. Big file size doesnt mean your building something “good”.
no do not do 96x96! my biggest is 50x50 and that one is nearly too big, I am guessing once i fully detailed it it will be too big so i will need to divide it further, so do max 32x32 to make it easier on your self.
The island is 28x28 and they have a 5x5 grid system so yes if you intent to do 96x96 (in total) then do a grid system, id recommend 15x15 or atleast 10x10
and the easiest way to monitor the file size is simply in windows file manager, open the folder and right click your landscape umaps (yes split them)
EDIT:
To add onto what toilet here said, go for quality over quantity this is something that bit me hard in the *** when i first started, sadly before i realised the scale of my map it was too late, Which i can only blame on my self even though i started when the adk was completely new so we had no information or documentation i could still have used the UE4 doc. So i am 4000 hours in and I have just recently started to detail my map (actually putting in a lot of detail instead of a rough draft)
So i highly recommend making a small map 32x32 and read up on worldmachine, hand sculpting sounds fancy and it will allow you to create amazing things but it takes weeks and months to get a finished product instead of spending a day or two in world machine