Game Development Reference
In-Depth Information
What just happened?
So, we have now applied a material to our terrain using the terrain browser. So what is next
in terms of terrain? What about lighing? The terrain is already light-mapped in UDK; so,
using the terrain properies, I will now show you how to add lighing to your terrain.
Have a go hero - deco layers
Deco Layers are set up in a similar fashion.
1. Open up the properies of the terrain itself by simply double-clicking its surface
anywhere in the level, and navigate to Terrain | Deco layers.
2. Add an item to it and then add yet another item to decoraions. Then add
StaicMeshComponentFactory to it, and correctly set the StaicMesh and other
relevant properies.
3. Just like the foliage layers, you are not required to add materials to the Deco layers.
If you do not enter any material, it will use the one assigned to StaicMesh . The
properies also give you access to some obvious properies such as CastShadow ,
Hidden , and several collision properies. The Min and MaxScale , Density , and
SlopeRotaionBlend are also very similar to the ones found in foliage layers, as is the
RandSeed (Seed).
The density should be set quite high, a number like 20 should do. Also, a
name can be entered at the top of the Deco layers secion, if you desire so.
4. Once you've set that up, open the Terrain Edit window, select the Deco layer in the
layers list, and start paining it as if it were a regular terrain material.
It should show up wherever you paint it.
Time for action - light mapping
Unlike Unreal Engine 2, terrain is light mapped now. However, if the quality of
the light map is not saisfactory enough, it is possible to bump up its quality.
To do so, open up the properies of the terrain and expand the Lighing
secion. Enable bIsOverridingLightResoluion , and enter a higher value under
StaicLighingResoluion .
This can have quite a performance impact; so again, use it wisely.
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