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Axton

So You Want to Make a Squad Map - Volume 1: Landscape

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I've made a short series of tutorials that tell you everything you need to know (as a basic level) to get your landscape up and running in the squad SDK. I hope to continue this series covering every aspect of creating your map.

 

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Very good initiative ! I just picked up these tools after I left mapping with the previous Unreal engine. This series might be very usefull.

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Great stuff! Just watched through them all and although I already have the knowledge, it was definitely good to see it all covered and thrown into a nice organised set of tutorials in one place. Will definitely help the newbies out. :)

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Wait, so water isn't being added in WorldMachine but UE4 itself? :)

Edited by DanielNL
forum bug

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https://80.lv/articles/worldmachine-ue4-full-workflow/

I haven't read this, but I'm pretty sure that someone might find it useful...

 

Check the other articles as well. There are some awesome things going on on this website...

For example:

https://80.lv/articles/tips-on-creating-a-perfect-forest/

https://80.lv/articles/alireza-khajehali-pbr-grass-and-lighting/ (I'm sure you've seen this problem in Squad)

https://80.lv/articles/alireza-khajehali-choosing-grass-shape/

https://80.lv/articles/achieving-realism-in-open-world-environments/

https://80.lv/articles/alireza-khajehali-boosting-natural-environments/

 

 

Edited by FishMan

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@Axton: Excellent tutorial <two thumbs up>

 

Will you be doing one explaining how editing of the splines is done, as in; cutting, joining, etc.? I ask because iv'e done this a lot lately and it would be of interest to others as well. Oh and intersections - they can be rather tricksy

 

I've been playing with splines a bit lately but "R" and "END" will come in very handy (didn't know about those), and to think, iv'e been manually painting under my splines ... until now! omg! the time iv'e spent already doing that ... but no more! Thank you :D

 

One question for now though (alright, second one) - I have made a walking path that is 150 wide x 100 falloff and i'm getting really gnarly jaggies after Deforming (even spamming Deform doesn't totally remove them) - i'm getting a nice narrow path, like i want but the artifacts are everywhere along the path - so my fix for this would be to manually Sculpt the terrain, for all the artifacts (100's of), but is there some way to get a really narrow path, using narrow Edge Falloff, that will still be able to access enough polygons, or better access them, to end up with a less jagged Deform?

 

Cheers!

Edited by LaughingJack

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11 hours ago, LaughingJack said:

@Axton: Excellent tutorial <two thumbs up>

 

Will you be doing one explaining how editing of the splines is done, as in; cutting, joining, etc.? I ask because iv'e done this a lot lately and it would be of interest to others as well. Oh and intersections - they can be rather tricksy

 

I've been playing with splines a bit lately but "R" and "END" will come in very handy (didn't know about those), and to think, iv'e been manually painting under my splines ... until now! omg! the time iv'e spent already doing that ... but no more! Thank you :D

 

One question for now though (alright, second one) - I have made a walking path that is 150 wide x 100 falloff and i'm getting really gnarly jaggies after Deforming (even spamming Deform doesn't totally remove them) - i'm getting a nice narrow path, like i want but the artifacts are everywhere along the path - so my fix for this would be to manually Sculpt the terrain, for all the artifacts (100's of), but is there some way to get a really narrow path, using narrow Edge Falloff, that will still be able to access enough polygons, or better access them, to end up with a less jagged Deform?

 

Cheers!

Try making a somewhat large smoothing brush with a super low effect like 0.1 and run that over the path and see if it blends better.

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1 hour ago, Zylfrax791 said:

Try making a somewhat large smoothing brush with a super low effect like 0.1 and run that over the path and see if it blends better.

I was thinking along those lines, but iv'e yet to tryi it out. Cheers :)

 

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