I recently started making a map for RO2 which is a WW2 FPS and I'm having some issues so I thought I'd make a thread where I could add my questions to you guys.
First all, RO2 SDK is based on UDK September 2010 release so there's lots of stuff that hasn't been fixed.
So my first problem is this: I have several terrain material setup layer with each a material I made assigned to them (only one), they are all very simple mats. I have 5 materials that work perfectly, but I'm trying to add a new one and as soon as I try to paint on the terrain this happens.
I tried recaching the terrain materials a few times but it doesn't fix this.
Replies
have you tried messing around with landscape? i havent used it but i think you may be able to have more textures with it.. this though would require you to use the march 2011 or higher version of UDK.
it's a shame because the UDK 2010 september version doesn't have any landscape stuff I can't use an older version.
So you can have as many layers as you like in a terrain, they just can't collectively use more than 16 different textures.
this also helps your stuff look different from others peoples too, since there only really is 5 or 6 good photo refs in each material category in cgtextures, and chances are they were heavily used by other artists, so composing yours out of a set helps make it unique too.
What do you guys do to reduce that tiling? I guess using grass, trees and other assets to hide the tiling could be good but what about modifying the material to reduce that effect?
I've tried this method : http://udn.epicgames.com/Three/TerrainAdvancedTextures.html#Multi-UV Mixing: Reducing tiling through scalar mixing
While being nice it is not very optimal, is there any other method to do that? A method that wouldn't use another texture sample would be nice as well, since we are limited in the number we can use and I'm doing a game map this is important.
But anyway I'm not sure it will fix my problem, what I mean is if you use a seamless texture in your material and use said material on a large surface, you'll notice the texture tiling (see image).
Basically I was wondering if some shader magician had any idea how I could change this material without using another texture sample to reduce that tiling.
http://www.youtube.com/user/UDKLearning
Good Luck,
Lee