Recent Posts

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91
Geology and Terrain / Re: How to add hills between mountains??
« Last post by Vicenter on April 23, 2018, 10:00:01 PM »
I think the knowledge gained this time is very important because I am looking for.
92
Development News / Re: Issue with poly reduction in Meshoutput
« Last post by WM_Moderator on April 23, 2018, 03:35:20 PM »
Hi folks!

Known bug and we're working on it - crossing my fingers that it's in the next dev release. Will keep you informed!

-your friendly neighborhood forum moderator :)
93
Works in Progress / Re: Volcanic Island Terrain
« Last post by WM_Moderator on April 22, 2018, 08:36:33 PM »
Wow, excellent work! Thanks for sharing!
94
You can also use "channel splitter" device to split the channels into 3 separate masks. Easier to work once you's got things in black and white.
95
Guest Forum / Re: Sunglasses 3D Model suppliers
« Last post by Masterti on April 19, 2018, 11:54:11 PM »
Like I have long seen this issue. This is a good example. With this interesting debate again.
96
Guest Forum / Re: Huge world tiles
« Last post by Masterti on April 19, 2018, 11:50:45 PM »
I try to find people. The story is shared about the issues mentioned in the thread.
97
Finally got it working. So thought I would share it. Just used the Chooser Combiner device. I attached the File Generator PNG primary output into a Colour Selector, selected the relevant colour within the Colour Selector, then attached the output of the Colour Selector into the control C node of the Chooser Combiner, then attached a Colour Generator (with my field colour selected in the Colour Generator) into node B of Chooser Combiner and then attached the Landscape Heightfield output (in my case from the Erosion device primary output) into node A of the Chooser Combiner. It was all there in the "Creating Roads" tutorial all along, but a Mask Edge Fuzz macro and Select Heigh device was used instead of a Select Colour device. There may be an easier way to do it but this worked for me.
98
Hi. I am trying to add a texture/colour at a specific size, shape and location to my WM landscape from a PNG generated within GIMP/photo shop. I have drawn the shapes in GIMP and filled them with solid colour using only Red, Green & Blue. I can then import this PNG into WM using the File Generator and selecting the "interpret as RGB" option. Now all i want to do is assign different colours to each of the R, G & B channels in WM, and then drape/superimpose that colour onto the terrain within WM, as per the size, shape and location in the GIMP PNG file. However from here I have become pretty stuck. I have worked through the WM tutorials and searched YouTube, forums and everywhere in between, but with no luck. I suspect there is no info on this becasue it is so simple, but I cant seem to get it right.

Basically I just want to be able to draw custom solid colour shapes (RGB) within GIMP and then use them as a mask to drape a certain colour onto the WM terrain, as you can do in Unreal Editor.

(P.S. I know I can probably use the Layout Generator to create the custom shapes and apply colour according to that shape, but I need to create the shapes within GIMP/Photoshop as I am basing them off a satelite image, in order to get an accurate representation of the area I am trying to represent).

Any help would be very much appreciated.
99
Development News / Re: Issue with poly reduction in Meshoutput
« Last post by Edwardnut on April 17, 2018, 08:34:32 PM »
I have the same problem. What do I need to do to fix it? Can you tell me?
100
Works in Progress / Re: Volcanic Island Terrain
« Last post by Vision4Next on April 14, 2018, 11:20:21 PM »
I completely agree with WMFab. Nice work and using macros is certainly a good idea!
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