As of today (19th October 2014) you can find a demo of the project here: http://bit.ly/1wdM19b
Long story short, I've implemented a dynamic terrain system entirely with UnrealScript. Before I go into details here's a video demonstration:
The motivation behind it were some questions related to dynamic terrain in the Programming and Unrealscript section here on the forums. This was also one of the first things I wanted to do with UT3 and opened a new thread for it as well. But I was a little bit disappointed when I only got the response it wasn't possible.
So here's a list of core features, the system is designed so that it is easily extendable:
Saving and loading is done with BasicSave/LoadObject. There's a brush to raise/lower an area, to add random noise to it, to flatten or to smooth as demonstrated here: UDK - ingame dynamic terrain editor. The diffuse corresponds to the triangle normals which are computed in the Material.
Dynamic terrain generated based on existing Landscape and some more editing can be seen here: UDK - dynamic terrain from Landscape.
This video shows a more 'realistic' terrain textured procedurally based on height, slope and normal: UDK - WakeIsland2142 using dynamic terrain. Credit for the heightmap goes to DICE, I only converted the one used in the level WakeIsland to g16 format and applied it to a regular terrain which has 1024x1024 patches. The dynamic terrain is again generated from that existing terrain created in the editor.
The last video related to this shows a custom MaterialFunction-based PNTriangle implementation after the paper linked on the UDN "Curved PN Triangles" by Alex Vlachos, Jörg Peters, Chas Boyd and Jason L. Mitchell which can be found here http://alex.vlachos.com/graphics/CurvedPNTriangles.pdf. And the video: UDK - PNTriangles implementation with MaterialFunctions and MTM_FlatTessellation.
The requirements for this to work are DX11 and UDK July 2012 Beta2, Changelist 1340247 (and later, although not tested).
I hope you like it, cheers
UE
Note: Since only 1 video was allowed in the message I've only linked the others. You can also find them on my youtube here or via the signature below. Subscribe, like and favorite
Long story short, I've implemented a dynamic terrain system entirely with UnrealScript. Before I go into details here's a video demonstration:
The motivation behind it were some questions related to dynamic terrain in the Programming and Unrealscript section here on the forums. This was also one of the first things I wanted to do with UT3 and opened a new thread for it as well. But I was a little bit disappointed when I only got the response it wasn't possible.
So here's a list of core features, the system is designed so that it is easily extendable:
- dynamic terrain can be saved and loaded including all deformation applied over the course of the game
- heightmap can be generated from existing Terrain/Landscape (or procedurally or in any other way you want)
- heightmap can be modified at runtime/gametime
- ingame editor tools (brushes) for dynamic terrain modification are available
Saving and loading is done with BasicSave/LoadObject. There's a brush to raise/lower an area, to add random noise to it, to flatten or to smooth as demonstrated here: UDK - ingame dynamic terrain editor. The diffuse corresponds to the triangle normals which are computed in the Material.
Dynamic terrain generated based on existing Landscape and some more editing can be seen here: UDK - dynamic terrain from Landscape.
This video shows a more 'realistic' terrain textured procedurally based on height, slope and normal: UDK - WakeIsland2142 using dynamic terrain. Credit for the heightmap goes to DICE, I only converted the one used in the level WakeIsland to g16 format and applied it to a regular terrain which has 1024x1024 patches. The dynamic terrain is again generated from that existing terrain created in the editor.
The last video related to this shows a custom MaterialFunction-based PNTriangle implementation after the paper linked on the UDN "Curved PN Triangles" by Alex Vlachos, Jörg Peters, Chas Boyd and Jason L. Mitchell which can be found here http://alex.vlachos.com/graphics/CurvedPNTriangles.pdf. And the video: UDK - PNTriangles implementation with MaterialFunctions and MTM_FlatTessellation.
The requirements for this to work are DX11 and UDK July 2012 Beta2, Changelist 1340247 (and later, although not tested).
I hope you like it, cheers
UE
Note: Since only 1 video was allowed in the message I've only linked the others. You can also find them on my youtube here or via the signature below. Subscribe, like and favorite

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