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ALicu
PostPosted: Fri Feb 05, 2010 1:33 pm    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 974

Oh I see. Then your errors are caused by the fact that each terrain zone is scaled based on its local maximum and minimum (which explains the difference in scaling). These errors will not be present for the UDK exporter which will deal the scaling uniformly for the entire scene (the general exporter is meant for other tasks, where the entire scene raw is needed).

For now you can use the text exporter. Yes, I know it is strange that it also saves raw files but up until some time ago it was the only way to save raw files. Raw files were added to this text exporter as an option until General exporter was introduced. Just press "Export heightmaps as 16 bit raw/png" and press the Options button next to it. From there select "Create an image for each zone" and raw format.

I hope to have the UDK exporter soon. I've already exported with it but I need to make its UI, help and do some testing.

Regards,
Adrian
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Zykomaniac
PostPosted: Fri Feb 05, 2010 1:45 pm    Post subject: Reply with quote



Joined: 30 Jan 2010
Posts: 18

Yeah, ok I will try that then.


EDIT: Awsome, text exporter work perfectly ^^
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ALicu
PostPosted: Sat Feb 06, 2010 6:31 pm    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 974

Hi,

I am glad to announce you that today I took some time to complete the exporter. You can found about it here:

http://www.quadsoftware.com/forum/viewtopic.php?p=2342#2342

This is first version so some things may not go as planned. I didn't had time to test it inside UnrealEd but it seems to produce correct files (read by G16Ed). Let me know if you have any issues.

Regards,
Adrian
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joskj
PostPosted: Mon Feb 08, 2010 3:12 pm    Post subject: Reply with quote



Joined: 16 Oct 2007
Posts: 11

Zykomaniac wrote:
Just to catch on regarding anti-clock and clockwise, as you said it will depend how you do it on Grome, if you rotate anti-clockwise, you need to export anti-clockwise, if you flip it 180 around, you need to export 180 turn around aswell.

But you mentioned you could rotate the texture from 1 material accordingly in udk to reduce amount of materials is true aswell. or rather, make two terrain layer materials use the same texture material, then make 1 of the terrain layers materials rotate itself 90 degrees/-90. which actually reduces cluttering of materials in UDK.

And yeah UDK converts the texture on import so in the end they are all the same format, else I'd bet there would have been info of what format it was in UDK. Smile

UDK manual isnt complete regarding formats then, because you can import DDS as well ^^

Wink was on your homepage yesterday you see joskj ; P


Finally got around to download the latest version of UDK, but I still cant seem to find where to import a DDS texture into UDK. Would realy apriciate any tips on this Zykomaniac.
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Zykomaniac
PostPosted: Mon Feb 08, 2010 8:42 pm    Post subject: Reply with quote



Joined: 30 Jan 2010
Posts: 18

*scratches head* I dont understand a thing, I remember having DDS in the import list, but since that when I listed what could be imported I've reinstalled January Version but now it isnt in the list anymore..*scratches head again*
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joskj
PostPosted: Tue Feb 09, 2010 7:56 am    Post subject: Reply with quote



Joined: 16 Oct 2007
Posts: 11

Oh well, no bigg deal, isnt a problem converting the images until we get more options in the exporter.
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