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[Feature Request] World Engine to UE4 for large worlds #228

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HeadClot opened this issue May 11, 2016 · 2 comments
Open

[Feature Request] World Engine to UE4 for large worlds #228

HeadClot opened this issue May 11, 2016 · 2 comments

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@HeadClot
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HeadClot commented May 11, 2016

I am looking into World Engine to help create the in game terrain and weight maps for my game. Currently I need the height maps from World Engine to be compatible with the Unreal engine's world composition toolset and Landscape system.

So to get large world support going -

  • The output from world engine must be compatible with the Unreal Engine 4 Landscape system.
  • A tiled export option for World Engine created height maps.
  • Support for weight maps.
@HeadClot HeadClot changed the title [Feature Request] World Engine to UE4 [Feature Request] World Engine to UE4 for large worlds May 11, 2016
@psi29a
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psi29a commented May 11, 2016

You can use WorldEngine's export to export to any format that GDAL supports.
http://www.gdal.org/

I'm going to assume that at least one of the 200+ formats should work with UE4's landscape system. :)

Do you have any more information about that?

@HeadClot
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Hey @psi29a - Internet went out in my area and I lost the message I was typing up last night.

Anyway - As long as I am able to export in a grey scale 16 bit png and convert the heightmaps in an external app (Such as GIMP or Photoshop) into a r16 format for the World composition toolset I will be good on that front.

As for the data in the actual files and measurements -https://answers.unrealengine.com/questions/90501/generating-r16-files-for-use-as-heightmaps.html

As for weight maps - I will need to do some more digging on this issue. From my understanding these are bitmaps for determining where foliage such as trees and Grass go on the map. I am unsure of they are grayscale or not. So I will need to do some research into this.

As for the tiled map sizes and naming convention - See the attached image bellow.

WM

That is what I could find on the issue.

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