is it save to use? need to change hundreds of SM, Textures, mats etc, i hope it will not crash all the directories and links
@mootzartdev3 күн бұрын
I've had no issues with it. But if you have concerns try doing them in batches. Or perhaps backup your project.
@VELVET4623 күн бұрын
@@mootzartdev to late. everything messed up already
@mootzartdev3 күн бұрын
@@VELVET462 Sorry to hear that.
@VELVET4623 күн бұрын
@ it was my bad, should have made a backup before.. but anyway, have to clean up the project. It will take some time to relink everything, but in the end its a much cleaner project again
@mootzartdev3 күн бұрын
@VELVET462 ahh well I should have probably put a warning about this as well. I have done the same sort of thing just moving folders. It's one of UEs biggest downfalls.
@suryajithpv78635 күн бұрын
Brother can you make a video of hightmap
@mysticftn6 күн бұрын
what is the material you use?
@filipzalewski788511 күн бұрын
hello! great tutorial. I have one question - what is the required map res if I want to create map 65 km x 65 km?
@mootzartdev11 күн бұрын
Hey! Thanks for reaching out. Technically there is no required res for any scale landscape. It is based on requirements really. Experiment and determine what looks best for your situation.
@filipzalewski788510 күн бұрын
@@mootzartdev thank you for the answer, DO you know, what is the best approach for making/finding ladnscape height maps with 16k res?
@mootzartdev10 күн бұрын
@@filipzalewski7885 I would always suggest Gaea
@RolyPolyGames19 күн бұрын
God is it hard to find optimization videos for unreal. Nice to see earned a subscription.
@OjalaStudios22 күн бұрын
Hello, Thank you for the fantastic tutorial! I believe this topic is incredibly important to address correctly from the outset to prevent performance issues down the line. Im curious, how would this approach integrate with Gaea? particularly given its capability to generate 4K maps? How would the calculations differ or adapt in this case? Looking forward to your insights! Best regards, Patrik
@unrealcreed_827 күн бұрын
Sir this plugin is paid, do we have some free alternatives?
@Willelme29 күн бұрын
What’s your water?
@ddd-sq3kiАй бұрын
And how to remove tjose lines from top to bottom
@timorre3971Ай бұрын
WRITE A SCRIPT. cant say how many times i yelled "get on with it!!!"
@mootzartdevАй бұрын
Ill make the next one even longer just so you don't bother to watch it.
@timorre3971Ай бұрын
@@mootzartdev Thanks for the heads up. Ill just leave the comment
@zehuagao4012Ай бұрын
I'm glad to see your explanation of HLOD here, but I'm using version 5.3 of the engine. Do you know the details of how to set HLOD in 5.3? I found many obvious seams on the terrain after building HLOD
@vis_h_allАй бұрын
what about those red lines 8:55
@mootzartdevАй бұрын
Those are the Landscape Regions.
@feralhuntgamingАй бұрын
I use UE 5.5 now. Is it a problem if i delete those Landscape Regions ? is affecting in any way?
@feralhuntgamingАй бұрын
I use UE 5.5 now. Is it a problem if i delete those Landscape Regions ? is affecting in any way?
@feralhuntgamingАй бұрын
I use UE 5.5 now. Is it a problem if i delete those Landscape Regions ? is affecting in any way?
@mootzartdev11 күн бұрын
I think they are purely just tools for loading proxy/tiles.. And you can add them like i have and they seem to work the same. So no issue deleting. I dont think.. but they are handy to have sometimes.
@MrPollo2006Ай бұрын
Thank You!
@AdamWoolnough19812 ай бұрын
i'm sorry, it's a verry useful tutorial, just need to talk more than 5 useful words per minute
@mootzartdev2 ай бұрын
im sorry. But i dont care ;)
@AdamWoolnough19812 ай бұрын
@mootzartdev perfect answer xD
@ojdee2 ай бұрын
As impressive as this large landscape is, do you have an example of such a large landscape with grass and trees running at acceptable framerates. Once you add those, either nanite or lods, is such a large world feasible on an average development pc? Thanks for the video!
@mootzartdev2 ай бұрын
I use this landscape on all my tutorials nearly. And there are a few videos showing it with grass and materials. It is certainly possible to make this scale. But there are lots of little annoying stepping stones with lower specs. like not being able to have all tiles loaded at once when edited etc. ill be adding more of my games progress soon which will showcase the landscape more
@NicolasBallester2 ай бұрын
Hello thanks for this tuto, at 2.30, I don't have the world partition setting tabs, my landscape as already a lot of work on it but seems like i didnt activate this properly, can you please help me?
@rickfuzzy2 ай бұрын
Honestly I really think you need to understand something a lot better before you make a tutorial about it. There are so many mistakes in here and things that will just cause confusion. The whole muddle around hlod vs old vs collision was completely incorrect. Stick to stuff you know well
@mootzartdev2 ай бұрын
@rickfuzzy I think it's you that doesn't understand. When I mentioned collision for a brief moment, it was related to the proximity around the player. If the low quality LOD is on for the landscape, it can cause floating grass bugs close to the player because the grass is following the location of another collision set from a higher resolution LOD. HlOD is pretty simple but needs to be introduced in a certain way for non technical people... its a lower resolution and baked down version of listed assets (in this case, the landscape) to create a more optimised version for distance views. It's as simple as that.
@rickfuzzy2 ай бұрын
@ I think it was poorly explained but that’s just my view. And many of the issues that were encountered were just swept under the rug. It’s cool you do you and if people find it valuable then great but I just feel there’s an ever increasing volume of novice driven tuts which are not helping people to get to a place that could ship and rather just reinforcing poor understanding and template based methods. There are several infinitely better tutorials on landscapes out there. Your explanation on the correlation over lod distances vs racial loading also betrayed a bit of “um I’m not really sure let’s move on”. And if that is not the case then honestly the proper explanation is really not that complex.
@mootzartdev2 ай бұрын
@@rickfuzzy yeah, maybe i should just not bother i guess. It is a waste of my time really.
@rickfuzzy2 ай бұрын
@ no dude. I’m not here to give you a hard time. I’m just giving you feedback so for the next video maybe when you hit a spot like that maybe pause and refine. I was probably too harsh in my original comment, sorry about that
@DarylLeighLynn2 ай бұрын
0:08 Did you shit?
@koloved12 ай бұрын
its actually "Aerial Perspective Start Depth" of SkyAtmosphere parameter for me . tweaking the position is not working
@ZfiorRabaatis2 ай бұрын
God bless you! You're beautiful.
@pavelkubin15412 ай бұрын
This is not a lesson, it is a way to retain the viewer for subsequent monetization. The dude is not just stuffy, he's mega-stuffy. A lecture on the reproduction of earthworms, whatever, a speech by Kamela Haris, it will be the hit of the season. Even my cat fell asleep due to the monotony and uselessness of the information. He didn't just fall asleep, he passed out. This lesson can be used instead of anesthesia for major surgeries. There really is a side effect. Even the surgeon will fall asleep. These 30 minutes can be compressed into 5 minutes and the lesson will only benefit from this. Dude, I aged 50 thousand years while listening to you.
@mootzartdev2 ай бұрын
Shows how stupid you are I guess. You can't monetise with the amount of subs and hours I have. I don't need to make videos, and you don't need to watch them. For free I might also add. You ungrateful idi
@pavelkubin15412 ай бұрын
@@mootzartdev I have long since moved on to more understandable people who spend their and my time usefully. Here's what you should think about. People never criticize blatant trash. They criticize what can be corrected. But you won’t think about it, will you?
@mootzartdev2 ай бұрын
@@pavelkubin1541 Good for you mate. Glad you have found someone who can cater to your lack of concentration. You cant sit and mock someone in the comments with a obviously creatively malicious and out of order critique and expect a normal person not to tell you to stuff it where the sun doesn't shine. You thought your comment was funny, but it wasn't. All you had to say was, " Content is fine, but the video was way to long in my opinion ".. but you decided to be a prick. You are clearly one of those people that expect everything and give nothing but moaning and complaining. Even though I do this for free. I barely edit my videos to show the full process and because I don't have time to prepare a lesson plan for ungrateful people like you. Move on to others with the same information, if you can find people who actually cover this information. If you can good for you.
@pavelkubin15412 ай бұрын
@@mootzartdev Is it okay that I didn’t read your comment beyond the first line? Will this not affect the subtle settings of your soul? I thought that you cared about what you were doing, but I was wrong. Happens. You probably like to waste time. Write whatever you want, I won’t waste any more time on anyone who doesn’t care what he does.
@mootzartdev2 ай бұрын
@@pavelkubin1541 Amazing stuff
@oCycleb-co1cl2 ай бұрын
14 minutes tutorial just for add Gizmo and extend it 😂😂
@mootzartdev2 ай бұрын
Tik Tok brain is it ?
@touristhawk2 ай бұрын
its crazy its still the same in 5.5
@AwaisQadir.12r2 ай бұрын
Heightmap Download Link Please ?????
@UkaraYT3 ай бұрын
How to solve world partition slow? When I run sample city a time I see that.
@mootzartdev3 ай бұрын
I realised that there is a post on the FAB site stating this "Where can I find the assets once claimed?" "For now, you can download assets individually from the Quixel profile on Fab. We're working on a solution to add all Megascans to your Fab library and allow you to easily manage them. Stay tuned for more details."
@wowersdh13 ай бұрын
This is AWEFUL!! If they didn't prepared and say "hey you guys have to wait:/" than at least they should let us use ordinary way to use it I have to download manually one by one and some of asset can not be access!
@lastsonofktn3 ай бұрын
My guy
@leandrogomiero29973 ай бұрын
Hello, I am starting to follow your videos to learn how to build open and large worlds for a game I intend to create. Thank you for sharing your knowledge.
@FrankDawsonTV3 ай бұрын
Thank you for these tutorials. I'm very new to Unreal and learning a lot from your videos.
@AwaisQadir.12r3 ай бұрын
Please Kindly Send Heightmap Png Of This Tutorial 😢
@cosmosunited3 ай бұрын
ok good info but super super frustrating the loooong explanations...
@mootzartdev3 ай бұрын
I won't be changing the way I teach. Sorry
@notdeep2363 ай бұрын
hey the discord link doesn't work
@mootzartdev3 ай бұрын
should work now. Sorry about that
@shaheen063 ай бұрын
Hey mootzart. I have been watcging your videos for years now. I have a request. Can you make a video on how can we create a open world map using m4 magic map. Its a request if you can only do.
@mootzartdev3 ай бұрын
Hey! Thank you for the support. I might be able to get around to that. i was thinking of doing a general open world map tutorial with a handful of different assets.
@shaheen063 ай бұрын
@@mootzartdev thanks. Do as soon as possible brother. Im waiting
@iizjaveria3 ай бұрын
is there a tutorial for 20km *2okm?
@mootzartdev3 ай бұрын
I can make one. If people want me to make different sized videos I can. I have already made 30x30 also just so you're aware
@iizjaveria3 ай бұрын
@@mootzartdev yes i just watched one with the scaling tips so it helped me create 20*20. Thank you ^-^
@vs32283 ай бұрын
We want more ❤
@mootzartdev3 ай бұрын
Im trying to fit in at least one a week now. But i will likely get two out this weekend. They will be shorter then this one covering specific more advanced tools in the create menu :)
@mon3d-designs3 ай бұрын
hi, great tutorial, just one question regarding the intended height, is that the highest part of a real terrain, or the difference between the highest and lowest point, TIA
@mootzartdev3 ай бұрын
it is the total height from lowest to highest point :) But you of course have to do the calculations to work that out in terms of the value in UE.
@Grottotrance3 ай бұрын
Nice one! Thanks!
@Nate-tz3lc4 ай бұрын
I have just watched your video and im trying to make the grid show up because as soon as i go to landscape mode then press import from file the grid disappears, could you tell me a way to fix this?
@Lootboy30004 ай бұрын
so hard to follow this tutorial
@mootzartdev4 ай бұрын
Sorry to hear that. Its quite a difficult thing to get your head around at first. But you can get there with some practice
@cyberaxe_lznj4 ай бұрын
I'm a noob, instead of scaling, why can't the landscapes be tiled?
@mootzartdev3 ай бұрын
This is using World Partition. Currently it prefers a single heightmap file and its not really designed for tiled ideally. But this is probably going to change soon.
@cyberaxe_lznj3 ай бұрын
@@mootzartdev I got 2 100km x 100km On top of each other done. 3090 48gb ram. Runs great so far. Thank you.
@StaticPlayer4 ай бұрын
Sir i have set the size for 25km map but im getting VideoCard ram full error(i have 3090)
@mootzartdev4 ай бұрын
Have you triple checked the total component amount in your settings? It should not exceed what i have in my setup.
@StaticPlayer4 ай бұрын
So i found out that this is related to the resolution that youre using(Youre using 16k resolution ?), i have 2 questions: 1: what happens when we use low resolution in landscape. 2: how can i know the resolution for 2 or 4k landscape.
@mootzartdev4 ай бұрын
@@StaticPlayer Ok that's fair enough. 16321x16321 is going to require a lot of VRam. It can get a little confusing with the terminology. 1: The resolution of the heightmap file will determine the resolution of the height map. When we say 'K' we generally are talking about the heightmap/image size so in this videos example we are using a 16321x16321 heightmap which we call 16k image. Which if we leave at base settings of 1:1 will end up with 16kmx16km due to how UE converts the image to scale. But this does not mean we have to stick with that. We can scale the landscape to whatever sizes we want.. So in this example Im using a 16k image and scaling it to a 30kmx30km map. If you use a 2k heightmap and scale it to 25km x 25km it is likely going to look bad or stretched out due to the heightmap being a low resolution image. 2: You should already know this as its determined by the heightmap size you are using on input.
@StaticPlayer4 ай бұрын
@@mootzartdev Thank you for the reply <3
@suraj.18894 ай бұрын
This video really helped me, thanks!
@KiwiHawk-downunder-nz4 ай бұрын
Your still using half the world partition value of the number of components, 32 components means you need 32 up in the world partition region size as I understand it
@mootzartdev4 ай бұрын
Hey, thanks for the message. Sadly this does not work. My landscape is made up of 32 components in this example you are correct. However the World Partition Region Size setting is how many components go into each of the individual regions. Setting it to 32 creates no regions at all as that is the entire landscapes 'makeup'. I'm almost certain that it is a bug and I am setting it up perfectly correct.. as lower scale examples work perfectly with the formula I use. And in fact these versions also work technically. However the bug is where it positions them on maps above 2k. I have tested nearly all setups.
@KiwiHawk-downunder-nz4 ай бұрын
Not a bug as I understand it, as I said in the last video the world partitions region size has to be the same or larger than the number of components or the terrain only partly shows. I'm thinking you get the tilled image thing because your regions are smaller than the components
@mootzartdev4 ай бұрын
Hey, thanks for the message. Sadly this is not quite right. I have written back to you explaining why in your other comment. World Partition Region Size setting states 'number of components per Landscape World Partition Region per axis'. Which essentially means how many components go into each individual region. I have tested many different examples. I only tend to get the issue with 4k and 8k maps. Perfectly fine with 1, 2 and 16k maps. So im nearly certain its a bug.
@KiwiHawk-downunder-nz4 ай бұрын
I'm lead to believe the world partitions region size has to be the same or larger than the number of components or the terrain only partly shows
@mootzartdev4 ай бұрын
Hey im copying my answer for others to read as you have commented on three videos with the similar comment. And its not worth me rewriting haha. Appreciate the engagement though . "Hey, thanks for the message. Sadly this is not quite right. I have written back to you explaining why in your other comment. World Partition Region Size setting states 'number of components per Landscape World Partition Region per axis'. Which essentially means how many components go into each individual region. I have tested many different examples. I only tend to get the issue with 4k and 8k maps. Perfectly fine with 1, 2 and 16k maps. So im nearly certain its a bug."