AlexaDeWit / HeightMapPartitioner

Partition a heightmap for use in unreal engine.

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Usage instructions to follow:

For use with Unreal Engine 4 generated Heightmaps, pngs mainly, since I don't think ImageMagick handles r16 files.

$ ruby app.rb Filename PartitionCount
PartitionCount is just the number of pieces to split it into. 

Example used by me for the largest UE4 Landscape

$ ruby app.rb Heightmap.png 16
generates a 16 * 16 grid of heightmaps, with a 1 pixel overlap.

Importing Into Unreal Engine 4

  • Under [world composition(https://docs.unrealengine.com/latest/INT/Engine/LevelStreaming/WorldBrowser/index.html)], click import tiled landscape.
  • Select every file in the output folder of this application
  • Uncheck the invert(or was it rotate) y co-ordinates option
  • Use a 0 tile co-ordinates offset, unless you know what you're doing. Using any value for this for me caused non-functional import results.
  • As for weightmaps you're on your own, I would love for someone to pull request more useful instructions. I have what I have, as it's all I've figured out so far.

Depends on an operating system installation of ImageMagick

Also of course depends on typical ruby dependencies for installation.

On debian/ubuntu systems:

$ sudo apt-get install imagemagick
$ sudo apt-get install libmagickwand-dev

For Windows 10:

Just use the ubuntu for windows 10 feature, seriously. Guide: How to install it. External link on howtogeek.

For OSX:

Feedback would be kind, but here is what I could find. Stackexchange on the topic of RMagick deps. External link on stackoverflow.

For older windows versions:

You're on your own here

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Partition a heightmap for use in unreal engine.

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