On your min and max water setting, in my testing it seems these values should be set to your top of your lowest water source (min value) and top of your highest water source (max value). Most of the time this would be a min with the top of the ocean but if you happen to have a water source in like a cave below the ocean, it would be that instead. Then you need to get your water height index to get anything between working. This can be done by right clicking your level in the content browser and going to Scripted Asset Actions -> Capture Water Height index Texture. This will generate two images in another location (check console to see where) with the names T_MapName_WaterHeightIndex and T_MapName_WaterHeight. Use both of these images in your world settings. That should get the water effects working at all heights. Also make sure you have the BindFluidSimBuffer_Global in your map.
wonderful tutorials! I was wondering, do you know how to change the skybox? while the endless sky is nice, I was looking for ways to switch it out for the scorched earth skybox as my map project is surrounded by a desert and I feel would fit better with that one instead
You'd just use the UDS_SE if you want the scorched earth sky. The materials may not work, they don't work for me but they may work for you, so try it out and see. If not, try adjusting settings in the clouds that you are currently using and the global post process.
unbelievable... I didn't know that all this existed. I just started with the creation of maps and wow what a complicated... but thanks for everything. I'm going to do some tests and see how it goes. I have a doubt and that is, what you show is really methodical and well done, in fact excellent, but if I want to do everything in a more free way without having to be “tied” to the island, can I do it? I mean, can I create a map without having to “automate” or “connect” everything? or do I have to do it this way? For example, what happens if I want that the snow is not in the north or that the rivers are in an underwater cave and not like the island? Can I do it or not? I don't know if I explain myself but my little experience in this tells me that step 1 I sculpt the landscape step 2 I paint with the layers that come by default... and based on that I have doubts like, “oh I can't find the snow layer, how can I create it to put it?” and I don't know if I can create it that way or I have to create snow like in this video... well, thanks and if you can guide me a little of the methods I would be grateful... Because really, I need to know how to create underwater caves, how to add dinos spawns, how to add collisions to mayas made in another program, etc etc etc etc. I have a thousand doubts haha. This video that I think is amazing helps me a lot but leaves me with the doubt if I have to do all that or if I can do something much more manual and primitive or easy but effective? Anyway, a big hug my friend! Translated with DeepL.com (free version)
That is a very long message, but from what I gathered is that you want of know how to stray from the island. Yes you can make snow go anywhere, just move the overrides, you can duplicate them too. As for underwater caves, I have yet to figure out how to make them breathable but you’d just create a river like you would a lake. As for snow looks, you can change the texture arrays to your own for every material in there, you can also expand the material, though I have yet to try it myself, I just know that others have done it. I also will be doing a tutorial on dino spawns, it won’t be that soon, I make the tutorials based on my order of creation. Collisions, I may show, I don’t have the exact details on getting it to work memorized but I did it before. Also a lot of mapping in ASA is now automated and connected, it takes a lot of time and effort to reconnect stuff and make your own, yes I have done it and one day plan to make tutorials on some of it but that won’t be for a while because of the complexity and time it will be and take. Also you’re welcome and I’m glad the tutorials have expanded your knowledge on mapping and the complexity it can go to, I hope that my tutorials continue to help.
The tutorial series is on hold, here is the reason: th-cam.com/users/postUgkxDEOZgrwa9a5fCsISYncQb_1h38vrJsGK?feature=shared
On your min and max water setting, in my testing it seems these values should be set to your top of your lowest water source (min value) and top of your highest water source (max value). Most of the time this would be a min with the top of the ocean but if you happen to have a water source in like a cave below the ocean, it would be that instead. Then you need to get your water height index to get anything between working. This can be done by right clicking your level in the content browser and going to Scripted Asset Actions -> Capture Water Height index Texture. This will generate two images in another location (check console to see where) with the names T_MapName_WaterHeightIndex and T_MapName_WaterHeight. Use both of these images in your world settings. That should get the water effects working at all heights. Also make sure you have the BindFluidSimBuffer_Global in your map.
Oh thanks, I didn’t reload you could do that, I’ll have it check it out eventually
wonderful tutorials! I was wondering, do you know how to change the skybox? while the endless sky is nice, I was looking for ways to switch it out for the scorched earth skybox as my map project is surrounded by a desert and I feel would fit better with that one instead
You'd just use the UDS_SE if you want the scorched earth sky. The materials may not work, they don't work for me but they may work for you, so try it out and see. If not, try adjusting settings in the clouds that you are currently using and the global post process.
unbelievable... I didn't know that all this existed.
I just started with the creation of maps and wow what a complicated...
but thanks for everything.
I'm going to do some tests and see how it goes.
I have a doubt and that is, what you show is really methodical and well done, in fact excellent, but if I want to do everything in a more free way without having to be “tied” to the island, can I do it?
I mean, can I create a map without having to “automate” or “connect” everything? or do I have to do it this way?
For example, what happens if I want that the snow is not in the north or that the rivers are in an underwater cave and not like the island? Can I do it or not? I don't know if I explain myself but my little experience in this tells me that step 1 I sculpt the landscape step 2 I paint with the layers that come by default... and based on that I have doubts like, “oh I can't find the snow layer, how can I create it to put it?” and I don't know if I can create it that way or I have to create snow like in this video... well, thanks and if you can guide me a little of the methods I would be grateful... Because really, I need to know how to create underwater caves, how to add dinos spawns, how to add collisions to mayas made in another program, etc etc etc etc. I have a thousand doubts haha. This video that I think is amazing helps me a lot but leaves me with the doubt if I have to do all that or if I can do something much more manual and primitive or easy but effective? Anyway, a big hug my friend!
Translated with DeepL.com (free version)
That is a very long message, but from what I gathered is that you want of know how to stray from the island. Yes you can make snow go anywhere, just move the overrides, you can duplicate them too. As for underwater caves, I have yet to figure out how to make them breathable but you’d just create a river like you would a lake. As for snow looks, you can change the texture arrays to your own for every material in there, you can also expand the material, though I have yet to try it myself, I just know that others have done it. I also will be doing a tutorial on dino spawns, it won’t be that soon, I make the tutorials based on my order of creation. Collisions, I may show, I don’t have the exact details on getting it to work memorized but I did it before. Also a lot of mapping in ASA is now automated and connected, it takes a lot of time and effort to reconnect stuff and make your own, yes I have done it and one day plan to make tutorials on some of it but that won’t be for a while because of the complexity and time it will be and take. Also you’re welcome and I’m glad the tutorials have expanded your knowledge on mapping and the complexity it can go to, I hope that my tutorials continue to help.