Sunday, November 21, 2010

Terrain layer woes




Attempting to introduce a proper rocky cliffs texture, or at least a placeholder for one. Having a bit of trouble doing so. First reason is because none of the mapping settings are satisfactory. Bottom one is the default, TMT_Auto, which is the cleanest, but is projected pretty much from above, which produces incorrect striations for a texture intended to be viewed closer to the vertical. The other two are TMT_XZ and TMT_YZ which while closer to getting the projection direction correct, produce blatant and woeful stretching as you can see.

The other problem is getting the texture on there to begin with. What I want the rock cliffs to do is only appear at steep angles, and there's a setting for that, but you still have to paint it manually if it is its own Terrain Layer Setup. That's gonna be tedious. The other option is to create a Terrain Layer Setup that bundles the rock cliffs with the ground, and tell Unreal to use the angle setting to determine what to apply where, but trying to implement this has caused first freezes, then outright crashes. I'm sure I'm not the only one who's had at least some of these problems so any help is most welcome.

6 comments:

  1. I'm having the same problem with my canyon walls.

    HOWEVER, lol, I was given a suggestion by Derek to make the same texture with a 90 degree turn(which you may have to tweak here and there in unreal) so that i can paint the lines almost entirely horizontal, there will be a few seams, but they should mask into each other fairly well so long as your texture is not too repetitive,

    again my skype is Mxlplxn if you have questions, and I can try to walk you through this

    and as an added note, you seem to have some stretching in your texture, which is probably cause by pulled tris on your texture mesh, try tweaking it with the smooth tool in unreal, it may help even things out :D

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  2. Well, your solution gave me an idea. What I've done is set up three terrain layer setups, each with a different projection type in its terrain material. Therefore the Auto fills in where the stretching from the XZ and YZ projections would happen, and the XZ and YZ create a more horizontal striation pattern. Drawbacks: very labor intensive and I could probably do it in only one terrain layer setup if my computer doesn't get too mad at me- that'll be what I try next I guess.

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  3. Hi John
    I think that Josh and Derek's solution will work better than changing the directions because you will only be using 2 textures instead of 3 and there is a greater chance to blow up Unreal if you start messing with the projection directions. In Unreal, You can't have more than 4 terrain textures, so you must choose what is most important to you if you are going to use 2 of those textures for the rock as well. Welcome to problem solving in game design!

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  5. Alright, I'll give Josh and Derek's solution a try. Can you clarify what you mean when you say "4 terrain textures?" Right now I'm at three, so if the rock texture and the rotated rock texture count as two different textures, am I not a bit out of luck now?

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  6. Yea, you need to get rid of one. You can only have up to 4. I think you can keep your tarmac and whichever dirt you think is better. I like the one without the squiggles in it. Remember to change up the color bit though.

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