Hay,
I spend alot time watching videos looks like know how to start creating my game (All game is already in my head i just need to make it). So...
Started with landscape (Using rec. size "1009x1009"). Done my main mountain and started to add textures for painting it
yeaa... (Texture sizes 1024/2048 format .tga) Done and normal maps but will add them latter...
So i created material for my landscape added all textures, well its 16 of them
. And got this error: (X4510)
Whats the problem?
And i got other "problem" i think its problem
well when i go to "Scene" section i finde there alot brushes from volume, i dont press to create volume or something... what is this what i need to do and is it bad? just plz some1 explain me
Really want to learn to master UDK :P and create my epic game for everyone
And if you have any good experience on UDK that i need to know, plz tell me, share all your experience. Tell what possible problems can happen and what solutions, just tell me all stuff what you think i/others need to know.
Thx for your kindness.
Replies
How to do this in material for landscape ??? plz some1 tell me
The brushes you see are probably from pressing CTRL S and CTRL A, which does not save or select, but creates brushes instead.
The area where you will play needs to be in the lightmassimportancevolume. If you will play on the entire landscape have the volume cover all of it.
I don't know what your question is regarding the landscape material in the last post.
And there is section "Multi-UV Mixing: Reducing tiling through scalar mixing". Have tryed to make something with material for landscape (First threat image) but it didn't workt for me. So question how to make this into "landscape" material for all textures or some off them.
Thx for you answers, made sense :P
http://udn.epicgames.com/Three/MaterialsCompendium.html#PixelDepth
A on the LERP would be a texture sample as you have it now, B would be the same texture sample but with a bigger scale.
Either of the two setups must be repeated for every layer you have in the material. You probably do not want to do this for every single layer due to too much overhead, start with the most crucial ones first.