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Troubles applying material to Landscape Edit

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    Troubles applying material to Landscape Edit

    Note that I'm using the February 2015 edition of UDK (64-bit).

    So after importing all my textures and creating a material that combines all 3 textures, I went to Landscape editor (mountain icon with an L).

    I then scroll down to add layer I've typed in the name of the material in the fill-in section of layer name which I based on the name displayed by the UDK's game content browser.

    However, when I clicked the '+' sign, it didn't show the displayed material; instead, it showed the regular blue and white checkered texture.

    I'll illustrate in a picture in case you don't understand.


    #2
    There is Terrain and Landscape.

    Landscape materials get a little complex. They have to be setup in a specific way.... not sure if you know this or you have a different problem?

    This will get you going I hope:
    https://udn.epicgames.com/Three/LandscapeMaterials.html

    Personally I use static meshes because decals don't show up on Landscape.
    The process: in UDK I'd make a landscape to my desired shape and then export it to .obj and import it into my 3d program. Then in UDK again I use vertex paint to smooth the textures together. Gets complicated.

    Also, the one landscape I have vanished in editor. Although in-game PIE it's there, which I've found irritating, consequently exported it as .obj blah, blah.

    HF

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      #3
      franman, you set the landscape material by selecting the landscape, pressing F4, and put your "TerrainMaterial" material in there. In the screen you're showing us, you want to add a layer, and name it whatever you called the landscape layer inside your "TerrainMaterial" material. Check out the first picture at https://udn.epicgames.com/Three/LandscapeMaterials.html. The spot you're showing us is looking for you to enter something like Grass01, Rock01, etc., like what we see in the sample landscape material.

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        #4
        Snipe34, that's an interesting trick. I hadn't thought of trying that before. There is one downside to your approach though: The static mesh won't automatically change LODs, but the landscape will. If you have a big landscape, then you're going to be working with a lot of triangles that aren't going to be seen.

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          #5
          Originally posted by Nathaniel3W View Post
          Snipe34, that's an interesting trick. I hadn't thought of trying that before. There is one downside to your approach though: The static mesh won't automatically change LODs, but the landscape will. If you have a big landscape, then you're going to be working with a lot of triangles that aren't going to be seen.
          Not if I use LOD, and massiveLOD.

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