HIHIHI Posted December 2, 2018 Share Posted December 2, 2018 Hello! I've been playing RenX for a few months now, and I have started to make my own map, with the help of kenz's tutorials (Thanks kenz!). I would like to add some tunnels through my landscape. The way people say to do this (as far as I can tell) is to set up your landscape material with masked blend and then plug in a LandscapeVisibiltyMask node into the OpacityMask part of the material, after which you can use the visibility tool to paint away landscape. The problem is that this node does not appear in the node browser. I can search for "land," "vis," "mask," etc, but I can't find it. My SDK is from March 3, 2017. (I know it's old; I just didn't want to download a new one in case I decided mapping wasn't for me. I would have the newest one by now but someone said in-game that there was an update planned and to hold off until then.) Anyone know what the problem is? Or is there no problem and it's all me? : ) Thanks, HIHIHI Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted December 2, 2018 Share Posted December 2, 2018 You can grab the latest one, it has a LOT of updated features (and even if a newer version is released, it probably won't be for a while, unless @Cronus decides to randomly drop a newer one on us...) 1 Quote Link to comment Share on other sites More sharing options...
HIHIHI Posted December 2, 2018 Author Share Posted December 2, 2018 Thanks a lot! I'll do that and see if I can get some tunnels in. HIHIHI Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted December 2, 2018 Totem Arts Staff Share Posted December 2, 2018 uhm, on the landscape brush menu, theres an eye. click that and it will let you edit landscape vis. Quote Link to comment Share on other sites More sharing options...
HIHIHI Posted December 2, 2018 Author Share Posted December 2, 2018 Yes, but doesn't the material have to be set up with a LandscapeVisibilityNode in the material editor? Currently if I use the eye tool, it just removes all textures from the landscape component I use it on. Anyway, I will get the new SDK version and work with that. Thanks, HIHIHI Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted December 2, 2018 Totem Arts Staff Share Posted December 2, 2018 22 minutes ago, HIHIHI said: Yes, but doesn't the material have to be set up with a LandscapeVisibilityNode in the material editor? Currently if I use the eye tool, it just removes all textures from the landscape component I use it on. Anyway, I will get the new SDK version and work with that. Thanks, HIHIHI It shouldn't matter what version you have... I don't think we've added new nodes to materials before. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted December 2, 2018 Totem Arts Staff Share Posted December 2, 2018 I don't see any landscapevis node in any material on the dev version of the sdk. 1 Quote Link to comment Share on other sites More sharing options...
HIHIHI Posted December 2, 2018 Author Share Posted December 2, 2018 Okay, I will have to look around and experiment some. Thanks very much for your time! HIHIHI Quote Link to comment Share on other sites More sharing options...
HIHIHI Posted December 2, 2018 Author Share Posted December 2, 2018 Well, I've found a limitation. I lose all textures in a component of my map if I try to: 1. Paint more than four layers in that component, or 2. Paint more than three layers in that component if there is a landscape visibility hole. Is this a known SDK limitation, or do I have something set up wrong? I tried on Whiteout and was able to have all five layers of its landscape material and a visibility hole in the same landscape component. Thanks, HIHIHI Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted December 2, 2018 Totem Arts Staff Share Posted December 2, 2018 2 hours ago, HIHIHI said: Well, I've found a limitation. I lose all textures in a component of my map if I try to: 1. Paint more than four layers in that component, or 2. Paint more than three layers in that component if there is a landscape visibility hole. Is this a known SDK limitation, or do I have something set up wrong? I tried on Whiteout and was able to have all five layers of its landscape material and a visibility hole in the same landscape component. Thanks, HIHIHI DirectX9 or something limitation I believe Quote Link to comment Share on other sites More sharing options...
HIHIHI Posted December 2, 2018 Author Share Posted December 2, 2018 Ok, thanks for your help! Quote Link to comment Share on other sites More sharing options...
HIHIHI Posted December 3, 2018 Author Share Posted December 3, 2018 Root of problem: My landscape material had too many texture samplers. It was at 12/12 max. I simplified it to have 10/12 and now I can paint five layers and a hole without a problem. Again, thanks for your help! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted December 3, 2018 Totem Arts Staff Share Posted December 3, 2018 21 minutes ago, HIHIHI said: Root of problem: My landscape material had too many texture samplers. It was at 12/12 max. I simplified it to have 10/12 and now I can paint five layers and a hole without a problem. Again, thanks for your help! No problem! The dev team is happy to see community members experimenting and creating! We are happy to assist you and answer any questions you may have. Quote Link to comment Share on other sites More sharing options...
HIHIHI Posted December 3, 2018 Author Share Posted December 3, 2018 Good to know! You can definitely expect more questions. : ) I guess I will start a WIP page sometime soon for any interested parties. 1 Quote Link to comment Share on other sites More sharing options...
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