Hey Polycount:
So at USC, we're making an RTS in UDK.
How do I go about creating modular pieces of flat terrain that level designers can fit together on their own?
My conceptual understanding of how I want this to work:
Talking with another engineer, he remarks that what would be efficient is to use the PAID UDK to do mesh compositing, but our game is only using the free UDK Editor.
Right now I'm looking 2 solutions then:
- Have the designers greybox the flat terrain in Maya, and we UV map that on to a large texture or several, and then import the FBX to Maya. Assign Material to the "world mesh." Repeat process as iterations are made.
- Each block in the UDK Editor is assigned its own material, so designers can do the construction in the Editor, but we can't vertex paint across several different tiles.
Replies
Maybe I understand you wrong, but you don't need to assign a seperate material to each tile.
You can just assign a material instance to the mesh in the content browser.
And if you need different ones(different texture for example), just import multiple version of that mesh with their seperate material instance.
So you would tile_Grass, tile_Sand for example.
So you don't have to go assigning like 100 tiles their own material.
on vertex painting multiple meshes, first google result:
http://forums.epicgames.com/threads/971109-Could-i-possibly-make-it-so-i-can-vertex-paint-multiple-objects-as-once
Personally, I feel your LDs should be using landscape for the bulk of the playable area, which mesh work for cliff of a defined height and such.