Issue with Height Maps Exporting

As far as I can tell the height maps are being flipped to the side when you export them… So in Hero when your facing East that’s really north based on how the height maps are imported.

Does anyone have any idea what might be happening here?

Some engines have quirks for importing heightmaps/colormaps, not sure why. Crytek for example I have to rotate the colormap 90 degrees before I import it in. You can try using a “Flipper” device in world machine and attached that before your output device. Or you can also flip or rotate your heightmap in photoshop before you bring it into your editor. Hope this helps.

I don’t think it’s a problem with the game engines, as opening the exported heightmaps in photoshop also show the 90 deg rotation difference from the layout view. UDK orients the same as what’s in photoshop. Not sure about Crytek but I would think it would be consistent to photoshop as well.

Hi there,

Can you specify which formats export 90 degrees rotate? This is not something I have noticed before…

Oh gosh, nevermind… Looking through my recent files in photoshop, they all are aligned correctly to WM’s layout - bitmap output bmps, heightfield output raw8 and raw16 all fine but it really is Unreal that is rotating 90 counter clockwise… Sorry Stephen. I’ve done some painting in photoshop for the Unreal landscape layers so often I trusted UDK was correct, but apparently not.

And the one that I saw flipped in photoshop was an older version of a terrain that got modified recently, so it kinda looked flipped with different features than the current version… again no worries. all UDK.

Trying out mana’s idea for using the flipper device - but it seems to only be good for getting a 180 deg rotation. Can’t find a rotator device, anybody got ideas?

Nevermind. Instead I’m simply rotating the Landscape Actor 90deg in UDK to compensate. So now all the heightmaps orientation are in sync between all my apps :slight_smile: