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Please take note! For mod developers working with Unreal Tournament 2003, this documentation is meant to be a starting point for your own explorations into UT2003, not a definitive guide. There will be differences between the documentation here and the product in your hands, and you may have to figure out quite a bit for yourself. Check out the Unreal Tournament 2003 page in the Unreal Powered area for links to community sites if you're having problems. UDN is a licensee support site, and cannot provide technical support or game-specific assistance to end users.
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TerrainTutorial |
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Last updated by Jason Lentz (DemiurgeStudios) to separate into smaller documents for the 2110 build. Original author was Jason Lentz (DemiurgeStudios).
Welcome to the Terrain Tutorial. This document guides you to each of the different sections on how to go about creating and modifying your Terrain. The sections are arranged starting with the initial creation of your Terrain to adding detail and the finishing touches. To jump to a page directly, just click on one of the following links:
This section explains how to go about creating a Terrain starting from an empty level. The subsections of this document include.
CreatingTerrain
- Preparing the map for Terrain
- Creating a Basic Terrain
- The TerrainMap
- Adding a Texture
- Terrain Generator
This section shows how to use the various Tools in the Terrain Editor to modify the TerrainMap. The following tools are described in detail.
EditingTerrainMaps
- Vertex Editing Tool
- Selection Tool
- Painting Tool
- Smoothing Tool
- Noise Tool
- Flatten Tool
- Visibility Tool
- Edge Turning Tool
This section includes a more detailed explanation of what a TerrainMap is and how it is manifested in the level. It also describes how to create and alter the separate Layers within the Terrain. Here are the specific sections that are found within this document:
EditingTerrainLayers
- TerrainInfo
- Layer Hierarchy
- Layers
- Creating a New Layer
- Layer Properties
- TextureMap Axis
- Editing AlphaMaps with the Terrain Editing Tools
- Fake DisplacementMaps
Here you will learn how to create your own DecoLayers. These are useful for populating your map with StaticMeshes quickly with a random yet controlled. The bulk of the document focuses on describing each of the properties and how to use them. Below are the major sections of this document.
CreatingDecoLayers
- Creating a DecoLayer
- DecoLayer Properties
- AlignToTerrain
- ColorMap
- DensityMap
- DensityMultiplier
- DisregardTerrainLighting
- DrawOrder
- FadeOutRadius
- LitDirectional
- MaxPerQuad
- RandomYaw
- ScaleMap
- ScaleMultiplier
- Seed
- ShowOnInvisibleTerrain
- ShowOnTerrain
- StaticMesh
==>
This document has several ways in which you can greatly improve the appearance as well as the efficiency of your Terrain. Not all of the tips are part of the Terrain Editing tools, but they will all help you to create the best Terrain you can. Here are some of the sections you will find in this document:
AdditionalTerrainTips
- Saving and Testing the Map
- Terrain Statistics
- Adding a SkyBox
- Adding SunLight
- DistanceFog
- Multiple TerrainInfos, Multiple Zones
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