http://modcraft.io/viewtopic.php?f=22&t=4873
Quote from: "xeriae"http://modcraft.io/viewtopic.php?f=22&t=4873Hey there! My tutorial doesn't cover how to do what he's asking. I'm not 100% what he's asking but I definitely didn't cover porting existing Terrain in there. @XodusArt2, each ADT as far as I know uses it's own texture coordinates via alphamaps embedded into it, so you'd have to somehow combine every single one (TextureAtlas? :s) for each texture layer, and linear interpolate the textures into a single diffuse but the amount of files needed for this (up to 4 for each ADT) would absolutely kill Unreal in most cases.I'm gonna be a bit of a dream breaker here but Unreal tends to just be awful for these kinda things, so it's gonna be a lot more effort than exporting the heightmap as one huge file and just importing it to one Terrain/Landscape node. The best way I've found so far to do these kinda things (Not recommended, Unreal is reaaaally only meant for small maps/Arenas) is to export each ADT as it's own mesh, then do what I said above but instance each ADT's material using texture params and a master material. But even then, you're left with little flexibility, but far more than using one piece of terrain (Because even UDK only supports 12 (?) texture samples per node) and you're also given much more LOD functionality with Meshes, so you can theoretically have a bigger map with less performance impact, AND the ability to paint vertexes, which is actually VERY important for a map like Gilneas, practically every mountain is vertex shaded.Probably not what you wanted to hear, and if you can find a better way, please share, I've ran into these issues before (Converting Gilneas to UDK, coincidentally) and ended up just realising that WoW's file formats, especially ADT, are so proprietary and optimised for WoW's engine, converting them on a massive scale is just not practical. Sorry for the text wall and good luck! ^^
Looks a lot worse than in wow so far. "Unreal engine".