• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Level Design Having an issue publishing map terrain with custom textures.

domingothegamer

Grizzled Veteran
Oct 21, 2013
68
3
Ered Luin
I recently went through the google interwebs and seen posts that date back as far as last year saying the KF2 SDK didn't support custom textures for Terrain when you cook/publish map. The result in game would like something like this...
06936BB4E4B39E2434DCF7946F7FE0C473CE7F29

59E1C997046B7C36FF693295970EB7DED7358704

9DE2D98D9B498CD02BDD759123E964E81388F802



First Picture, not mine but someone else also having this issue.
2nd/3rd Picture is mine.

Everything works BUT the terrain textures..
Of course, it also works in Editor as well.

I know that I should be using landscaping but this map is a Port from another UE3 game which uses a older UE3 version UDK. I tried converting it to Landscape but that method turns into a nightmare to fix(Missing/Black texture issues). If I HAVE to I'll re-do the textures, but i'm already this close to just making it work. I was wondering if anyone knows how to approach this particular issue. I'm fairly new to UDK in general. I've been working on this for a few days now learning the ways of UDK and such. Learned a lot and got this far.

The map compiles with no errors or warnings, but it spams the console a bit with
Code:
[0016.97] Log: Missing cached shader map for material TerrainMaterialResource:TMAT_DirtTexMaterial_Terrain+TMAT_rockFloordark_alt_MAT, quality 0, compiling.
[0016.97] Log: Can't compile TerrainMaterialResource:TMAT_DirtTexMaterial_Terrain+TMAT_rockFloordark_alt_MAT with seekfree loading path on console, will attempt to use default material instead

[0088.49] Log: Material TerrainMaterialResource:TMAT_DirtTexMaterial_Terrain+TMAT_rockFloordark_alt_MAT has outdated uniform expressions; regenerating.
[0088.49] Log: Can't compile TerrainMaterialResource:TMAT_DirtTexMaterial_Terrain+TMAT_rockFloordark_alt_MAT with seekfree loading path on console, will attempt to use default material instead

The map will work in general, just the terrain as mentioned earlier.

Full Log for cooking map:
http://pastebin.com/M7TE648T

Any help would mean a lot to me. Thanks in advance!
 
Last edited:
geotavros;n2275852 said:
From what I seen, people convert terrain into a static mesh. For example in KF-ZedIsland terrain is broken in peaces and converted to static meshes

I was thinking the same thing! I was just not sure if it could happen but I did go through some custom maps for references and they did have Static Meshes in place of terrain. Now how would one retain the textures for a split up terrain? I know as far as to export terrain in parts as obj into a 3d program? Re-import into sdk as FBX and somehow get the textures back someway?
 
Upvote 0
Well, I dunno how it's done. Only thing I can suggest is to convert your terrain to landscape. Then create a Material Instance Constant to apply to landscape. And paint your textures on landscape to replicate the original map's look. See mine KF-IceArena on how I made Material Instance Constant. You'll have to watch some tutorials first
https://www.youtube.com/watch?v=bCH1Ciy05_A
https://www.youtube.com/watch?v=1iP7wFENCQc
 
  • Like
Reactions: domingothegamer
Upvote 0
geotavros;n2275900 said:
Well, I dunno how it's done. Only thing I can suggest is to convert your terrain to landscape. Then create a Material Instance Constant to apply to landscape. And paint your textures on landscape to replicate the original map's look. See mine KF-IceArena on how I made Material Instance Constant. You'll have to watch some tutorials first
https://www.youtube.com/watch?v=bCH1Ciy05_A
https://www.youtube.com/watch?v=1iP7wFENCQc

Yeah that's what I was afraid that I might have to do. I learned how MICs and landscaping works in depth last night. I was just so close to finishing it so I was looking for a 'shortcut' if there was one. Probably will approach it this way though as a landscape. Next time I port, i'll just tackle it this way before continuing on. Thanks for the help geo!
 
Last edited:
Upvote 0
[TW said:
Swag;n2275927]What you are seeing is too many texture samples in the Landscape material. I want to say that you can only have up to 12 texture samples. Typically we expected the community level designers/artists to derive a MIC from the master landscape material we shipped with the product and replace the texture samples to the ones you want to use.

Ah, yeah you're right that it could happen, but this is using the legacy Terrain feature instead of Landscape. I was just trying to approach this port with a shortcut if I could anyway by seeing if I could use just terrain instead of converting to landscape. It's fine though i'm already almost done replicating it on Landscape manually. :)
 
Upvote 0
Alright so new question, With Landscaping, i'm running into a new issue that I can't put more than 4 texture layers on a Landscape component without it spazzing out with a default/blackhole texture that causes my screen to flicker. That's the issue I got right now with Landscape feature.
I've come across similar posts regarding this issue in UE forums here:
https://forums.unrealengine.com/show...-per-Component

Edit: I worked around the issue for now. So my map finally works. I'll post soon on another thread to share with the community!
 
Last edited:
Upvote 0