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Having problems with testuring from L3DT to Unreal

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Having problems with testuring from L3DT to Unreal

Postby demi » Mon Oct 26, 2015 9:10 pm

I was trying to import a map into Unreal but the texturing is not working.

I'm not sure what is going on but any setting in Unreal makes the texturing of the mosaic tiles swap on the Y axis.
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Re: Having problems with testuring from L3DT to Unreal

Postby demi » Tue Oct 27, 2015 1:40 am

More than what I though going on. Somehow there are several titles overlapped here. I ran a char through the map and came out in the middle of a seam but the texture is most defiantly flipped on y axis.
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Re: Having problems with testuring from L3DT to Unreal

Postby Aaron » Tue Oct 27, 2015 12:44 pm

Hi Demi,

This is, alas, an age-old problem. The coordinate system used by L3DT puts the origin at the southeast corner, which is a cartographic convention (e.g. UTM), whereas many applications put the origin at the northeast corner. The end result is that y-axis on maps from L3DT may need to be flipped. For mosaic maps, this means that both the order of tiles needs to be flipped, and the pixels within each tile need to be flipped. You can do this by exporting the texture map as a mosaic with the 'InvertY' option enabled. This option is available on the second page of the map layer export wizard (must check 'split map into tiles' on first page). See below:

mosaicexport.png


Please let me know how it goes.

Best regards,
Aaron.
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Re: Having problems with testuring from L3DT to Unreal

Postby demi » Tue Oct 27, 2015 9:16 pm

I'll give this a try on the textures but now the $64,000 question. :)

Do I need to flip my terrain also? I did it and flipped it back because either way the texture maps were still flipped.

edit: Oh, by the way this is the weight maps not the texture
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Re: Having problems with testuring from L3DT to Unreal

Postby demi » Wed Oct 28, 2015 1:16 am

OK here is todays finding.

I flipped all the weightmaps (I guess here we call them alpha maps) at export.


The terrain has been flipped on export from L3DT to Unreal by the export function.
X0y0 starts in the upper left corer and x15y15 in the lower right.

Now this is weird part.

The row at x0y15 to x15y15 is flipped on the yaxis for the alpha (unreal calls them Weightmaps) but the row x0y14 to x15y14 is correct.
the row at x0y0 to x15y0 is flipped on the yaxis but the row x0y1 to x15y1 is correct. top to bottom every other row is filpped

The terrain as a whole is upside down as to the alphas.

EDIT: I don't care if I have to rename and flip tiles I just need to understand what is going on.

https://youtu.be/EdS7rz73sDg

video of the issues from in game engine and some things I have been working on.
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Re: Having problems with testuring from L3DT to Unreal

Postby demi » Wed Oct 28, 2015 11:14 pm

Just found this out.

Unreal has an option to flip the y coordinate but that is the terrain tile so if I select that option all the alphas align with the terrain but all the terrain heightmaps are now flipped. the only way I see this working is to rename the tiles backwards after the export. so x0 row would be x15 x1 x14 and so forth.

Update: I have renamed all the y axis from 15 to 0 and all the maps textures are correct.

The fix it is to invert the Y axis not flip the map.
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Re: Having problems with testuring from L3DT to Unreal

Postby demi » Thu Oct 29, 2015 9:40 pm

I have reported the following bug to Unreal (weight maps always invert even when the checkbox is left blank) . If this gets fix and then they fix the bug it will cause a problem.
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