Forum > Texturing and 2D Art
Recreating Gilneas in Unreal Engine
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XodusArt2:
I've managed to do the following so far; 1. Export the heightmap with quite accurate detail 3. Export the objects Gilneas uses 4. Skip step 2 because I can 5. Create realistic water shaders
I'm trying to now pull the texture coordinates from the ADT, not sure how.. I'd really, REALLY like to know though.
xeriae:
viewtopic.php?f=22&t=4873
samgartell:
--- Quote from: "xeriae" ---http://modcraft.io/viewtopic.php?f=22&t=4873 --- End quote --- Hey 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! ^^
XodusArt2:
--- Quote from: "samgartell" --- --- Quote from: "xeriae" ---http://modcraft.io/viewtopic.php?f=22&t=4873 --- End quote --- Hey 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! ^^ --- End quote ---
I suppose due to my own will to have this done, it was done. I've successfully recreated the texture sequence that Gilneas uses, the heightmap isn't just accurate, it's exact, the water shaders are 100% done, all static meshes are reacting nicely to lighting, and I've gotten one step closer to the rendering engine fog / mist setting
samgartell:
You seriously need to share some pictures man! Crazy interested in seeing this. Some WIP shots would really be great!
How'd you go about the textures in the end aha?
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