is there a way to increase the sky height? my mounts are looking like flat hills
How do i increase the height of the sky? My mountains are a bit flat on top
EDIT: sorry for the double post didnāt realize I needed mod approval to post.
Oh! No no no! lol! 96x96 was never my plan, those were just example numbers based on the picture in the tutorialā¦ sorry I wasnāt more clear about that. Until now, I didnāt know that TheIsland was 28x28ā¦ and since, according to the Unreal Engine docs, 32x32 is the limitā¦ itās clear that I wouldnāt be able to simply triple that on one landscape. And based on toiletās āBenefits of Submappingā list, Iād rather do the submapping anyway. It always helps to better understand the purpose of the thing. You had me at organisation, toilet.
My goal is not to make some super massive map, just something a bit bigger than TheIsland. I just want to be sure that I have enough space for what I want to build. Bigger than TheIsland but not as big as Valhalla feels about right for what Iām imagining. To be honest, I didnāt think ā3x the size of TheIslandā was that big compared to some of the other maps Iāve seenā¦
Anyway, thanks for the tip on worldmachine, ā¦ I had simply planned to create a heightmap in photoshop and refine it in unrealā¦ Worldmachine looks like it would be a lot more efficient. And I do so love efficiency.
Soā¦ new questionā¦
Now, Iām not doing multiple islands like most maps, itās one single island in a specific pre-defined shapeā¦ letās say - solely for example - in the shape of a perfect circleā¦ So from what Iām understanding, I would break that circle into pieces and put each piece in its own landscape submapā¦ But would I then just move those pieces into place with translation tools? Or will I have to define the placement of each landscape somewhere? I suppose Iām also wondering how seamless that will beā¦
Of course it doesnāt, lol. Who would think that? I only wanted to keep an eye on the file size to make sure that it wasnāt getting too big. But that doesnāt really matter so much since Iāll be using submapping for the landscapes as well.
Landscape = the entire landscape. You will not be dividing your actual landscape into parts.
near = all āgroundā foliage thatās ā¦ short. Bushes, rocks, etc
far = all your trees
clutter = that layer that never really works right
So lets say you did a 32x32 landscape and you want to break it down ā¦ and this is an example
you would do, 1024 near maps (broken down 1x1) and 1024 far maps. āA1_Nearā and āA1_Farā. Seems silly right? Thatās why its an example.
realistically, you could look at your map and say "well i want a jungle there, and, beaches here, and ā¦ plains there with grasslands ā¦ mountains here and there and there and there ā¦ etc
so, with that, you can say āJungle1_Nearā and āJungle1_Farā. ā¦ break that down with just visually looking (its so easy) and do HALF of āJungle1ā and split it into 2 sections ā¦ thus making āJungle1_A_Nearā and āJungle_A_Farā then followed with āJungle1_B_Nearā and āJungle1_B_Farā ā¦
I decided against the standard āA1_Nearā and āA1_Farā stuff because keeping track of the grid just wasnāt in my daily plan. I just visually split the map into what i wanted to paint and where ā¦ divided up the sections and it seems to work well. Whatever is easier for you.
to further improve on what toilet here saidā¦
worldmachine has a limit of 32x32 in ue4, you cant import any bigger, but your landscape in ue4 can be alot bigger if you so want, it just wont look good to have worldmachine and hand sculpted next to eachother unless you spend alot of time
What you can do and its what i suggest, decide on the size of your landscape before hand, this can be as big as you want as UE4 can go infinite with its level streaming but keep it realistic dont do as me and go for 16x bigger, id say max 5x bigger and even thats gonna set you back thousands of hours
Also to correct some of what toilet said, you can have several landscapes, I have 5 for my map but they are maxed out in size that can be cooked, I should have sticked with 32x32.
If you plan on making it bigger then 32x32 then make 1 landscape and make it as big as you want, create a new umap file and divide it up so you have equal sizes in both umaps, to move chunks of your landscape into another umap creating a landscape proxy is simple, go to sculpting, manage and use the move tool, this way you can use worldmachine on your entire landscape. Do note its easier to hide the seams underwater, hence why we mostly use islands
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Landscape = the entire landscape. You will not be dividing your actual landscape into parts.
near = all āgroundā foliage thatās ā¦ short. Bushes, rocks, etc
far = all your trees
clutter = that layer that never really works right
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Oh, thank you! I wondered what ānearā and āfarā wereā¦ now I donāt have to dig though all of them to figure it out.
[
ā¦so, with that, you can say āJungle1_Nearā and āJungle1_Farā. ā¦ break that down with just visually looking (its so easy) and do HALF of āJungle1ā and split it into 2 sections ā¦ thus making āJungle1_A_Nearā and āJungle_A_Farā then followed with āJungle1_B_Nearā and āJungle1_B_Farā ā¦
I decided against the standard āA1_Nearā and āA1_Farā stuff because keeping track of the grid just wasnāt in my daily plan. I just visually split the map into what I wanted to paint and where ā¦ divided up the sections and it seems to work well. Whatever is easier for you.
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I hadnāt even thought about this, so Iām glad you mentioned it as well. Now that I am thinking about itā¦ I think I might do a combinationā¦ like āJungle_A1_Farā, as I might want to also have a āJungle_C3_Farā
ā¦it just wont look good to have worldmachine and hand sculpted next to eachother unless you spend alot of timeā¦
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Noted. Keep it all in worldmachine. I love this thing by the wayā¦ Watched a few tutorials last nightā¦ Itās how I plan to spend my day.
If you plan on making it bigger then 32x32 then make 1 landscape and make it as big as you want, create a new umap file and divide it up so you have equal sizes in both umaps, to move chunks of your landscape into another umap creating a landscape proxy is simple, go to sculpting, manage and use the move tool, this way you can use worldmachine on your entire landscape. Do note its easier to hide the seams underwater, hence why we mostly use islands
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Good point. How fortunate it is then, that I just reworked my layout to have more than one island.
Okayā¦ The more you two explain this the less complicated it seems. Thank you both so very much for being so very informative.
I would like to note, however, that when attempting to input anything higher than 32x32 (I was curious), it reverts to 32x32. Seems a forced limit.
But I could still make, say, two smaller islands in world machine and just move them where I need them, right?
How do I add/edit player spawn zones to the Island? I need this for my mod, but can it be done via the PrimalGamedata?
I am clueless as to whats required to make a mod or even modify theisland to a mod, If you need to find the playerspawns then load theisland and open the levels window and load gameplay or something similar to that
Okay, then I will try that. Thanks for answering!
player spawns are done in the World Settings
Thanks, I only found override spawns. Do i have to add all the other default spawns to it. If yes, where can I find these settings? If i overrideje spawn locations in the map I use for the cooking am force load the Island, will it work?
I am not sure since what you are doing is modding something already made.
- Lay player spawns
- Give them ID numbers
- Assign them by ID to the world settings player spawns ā¦
- Profit
What I want to do is add a new player spawn in the ocean, where players can spawn which play as water dinos in my mod. I dont want to edit the Island map, because I am making a mod.
This holds true
Thanks, but to lay player spawns I need to edit the Island map, right? But when cooking as mod, this wont be cooked with it, because I use another map for cooking.
no you dont, if your doing a map extension, you shouldnt need to - tho - i am not sure because i havent made one. I assume you can lay them on āPlayerspawn_mapā, the issue is, you will have to edit the main files world settings, if that is The Island, then, Yes.
Any tips for making caves?
Do I just put a hole in the terrain mesh and fill it with static mesh rocks/pieces to form a cave?
Or should I use the sculpting tools to form the cave (instead of putting a hole in the terrain mesh)?
ā¦if you figure this out can you PM me? I want to learn how to do this as well but am having a ton of issues.
ā¦if you figure this out can you PM me? I want to learn how to do this as well but am having a ton of issues.
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So, this is what Iāve found so farā¦
A video regarding the visibility tool for putting a hole in the terrain:
He doesnāt cut the video when waiting for compilers to shade or when searching for somethingā¦ so hereās where the info isā¦
Sets up the nodes at 39s :
Starts adding holes at 4m36s : ?t=4m36s (only including this one because he shows where/how to adjust the size of the toolās influence)
Gets lost in the map, starts a new hole, and sets a āPlayerStartā at 6m43s :
From then on he starts adding rocks to form the cave. He doesnāt complete the cave in the video, but itās a good starting point.
And to make it so that players can build in the caveā¦ this was suggested:
A āstructure prevention zoneā that goes in the āpersistent levelā
Speaking of that threadā¦
so far:
fixed tamed dino issue that popped up - that box resolved that
fixed flying in cave - box resolved that
fixed not teleporting out - box resolved that & fixing my local waterline resolved that
what am I looking for to have ppl be able to build in the cave? I dont have āprevent buildingā checked, so, im sure i am simply missing something
resolved all issues
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Angry, how did you resolve the last issue of building in the cave?
building inside?
Setup the ā¦ structure prevent box around the cave, then, check ādisableā in the details tab for it. I think its like the 4th item down ā¦Also make the floor rocks (or whatever material you are using) set to āgroundā
You also need a post process setup around your cave to stop rain from falling. The blueprint is easy copy/paste from the island map blueprint.