Hi, i am trying to take height values from WM that are expressed as a Minimum and Maximum height range in the WM Project settings, and translate this in to a value i can use in our game engine for the Height value of our terrain tiles.
However the heights and terrain do not look like i expect once i get them in to our game engine (Unigine).
This is the process i am following:
-Generate a series of tiles in WM and check the base elevation and Maximum elevation in the general setup screen - for example base = -150 + Max = 300. this gives me a height range of 150+300=450 height range. (We are using a 1m detail scale in both WM and our game engine)
-Modify a height corridor through the terrain using 3d splines in the layout view (These splines define a railway corridor where out train tracks in Unigine should sit on - i am using a falloff of 2km
-Generate my Tiles in our engine, inputting the height range for each tiles generation at 450
-Because our engines terrain heights start at zero and cannot be negative, i offset the tiles down in the Z Direction by -150 (Our WM base height)
When i then look at the result, our terrain does not match up to our tracks in most places being too low, and in others too high.
So a couple of questions:
1, Does the Base and Max elevation represent the ACTUAL height extents, or just a possible min and max? - If it is not the actual, then is there a way to find out the actual height min and max for our tiles in WM so we can calculate the range accurately?
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Would adding a clamp device with normalise on it ensure that our min and max values are always met?
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in the layout view when using 3d splines, what does the height value do here? is it relevent or not? (I thought the height should be read from the splines file itself, but when i import the splines it gives them the MAX value in the height field in the edit dialog box)
I hope this was not so Much of a confusing explanation, and any help anyone can offer regarding height ranges in WM would be much appreciated.