CN110989979A - Terrain generation method based on UE engine - Google Patents
Terrain generation method based on UE engine Download PDFInfo
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- CN110989979A CN110989979A CN201911113891.0A CN201911113891A CN110989979A CN 110989979 A CN110989979 A CN 110989979A CN 201911113891 A CN201911113891 A CN 201911113891A CN 110989979 A CN110989979 A CN 110989979A
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Abstract
The invention discloses a terrain generating method based on a UE engine, which comprises the following steps: s1, generating a program terrain by using a Voxel technology, wherein the program terrain generates an infinite terrain in real time in a UE engine or a game mode independently generated by the UE engine; s2, importing one or more pictures with any size from the outside, using the first picture as default to define the material of the terrain, and if other pictures exist, automatically defining the other pictures as the mapping of the inkjet brush; s3, developing and generating a game terrain editing interface, and editing infinite terrain through the editing interface; and S4, storing the edited terrain including the scenes and/or the edited terrain not including the scenes in a certain folder or a folder of a relative path of the game mode. The invention can carry out one or more editing modes of operation on the infinite terrain, produce infinite terrain with various forms or add scene editing on the infinite terrain.
Description
Technical Field
The invention relates to the field of virtual reality software development and application, in particular to a terrain generating method based on a UE engine.
Background
The UE Engine is an Unreal Engine, and the Unreal Engine is a 3D game Engine and a development tool, supports the development of 3D games from 2D mobile platform games to computers to game host platforms, and a large number of excellent games on the market are manufactured based on the UE.
The illusion engine provides development tool downloading of Windows and Mac platforms, and the manufactured works can run on Windows, Mac, Linux, PS4, X-Box One, iOS, Android, even HTML5 and other platforms.
The current terrain is developed based on a UE engine, the terrain boundary is easy to see, and editing can be carried out only within the range of the terrain boundary. The boundary is often represented by a house, and when editing the boundary edge, the editing of the boundary edge is easily exaggerated and distorted, and it is difficult to simulate real distortion.
Disclosure of Invention
In order to solve the above technical problems, an object of the present invention is to provide a method for generating a terrain based on a UE engine, which avoids generating a finite boundary to cause distortion of edge editing.
The adopted technical scheme is as follows:
a terrain generating method based on a UE engine comprises the following steps:
s1, generating a program terrain by using a Voxel technology, wherein the program terrain generates an infinite terrain in real time in a UE engine or a game mode independently generated by the UE engine; wherein the Voxel technique is a Voxel-based algorithm that includes automatic filling of a full Voxel at a boundary or bottom;
s2, importing one or more pictures with any size from the outside, using the first picture as default to define the material of the terrain, and if other pictures exist, automatically defining the other pictures as the mapping of the inkjet brush;
s3, developing and generating a game terrain editing interface, and editing infinite terrain through the editing interface, wherein the editing interface comprises a brush type, an editing mode, a mixed layer, a material number, a brush adaptation, a brush depth, a brush strength, a brush radius and a brush mode, the editing mode comprises a carved terrain, a flat terrain and a spray-painted terrain, and any one or more than two editing modes can be selected to edit the infinite terrain;
and S4, storing the edited terrain including scenes and/or the edited terrain not including scenes in a certain folder or a folder of a relative path of the game mode, wherein the format is sav, vox or a self-defined suffix name.
Further, in S2, each picture imported from the outside is displayed in real time in the texture map repository on the software control panel.
Further, in S2, each picture imported from the outside is automatically numbered according to the import order, and a picture name having a corresponding order number is generated.
Further, in S2, the sequence number may be modified.
Further, in S2, each picture imported from the outside automatically forms an inkjet brush map, automatically unifies the standard size of the picture, and automatically copies and stores in a custom folder or a folder of a relative path of the game mode by default.
Further, in S2, the externally imported picture includes a picture stored in a hard disk of the user or a picture searched on a network.
And further S5, in the game mode independently generated by the UE engine or the UE engine, importing the saved terrain into the continued editing.
The invention has the beneficial effects that:
the infinite terrain generated by the invention can effectively avoid generating finite terrain, and the invention can carry out one or more editing modes of operation on the infinite terrain, and can produce infinite terrain with various forms or add scene editing on the infinite terrain.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described below, and it is obvious that the drawings in the following description are only embodiments of the present invention, and for those skilled in the art, other drawings can be obtained according to these drawings without inventive exercise.
FIG. 1 is a diagram of a control panel having an editing interface.
FIG. 2 is a diagram showing an effect of the method of the present invention.
FIG. 3 is another effect diagram of the present invention.
FIG. 4 is a diagram showing a third effect obtained by the method of the present invention.
Detailed Description
The technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only preferred embodiments of the present invention, and not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
A terrain generating method based on a UE engine comprises the following steps:
s1, generating a program terrain by using a Voxel technology, wherein the program terrain generates an infinite terrain in real time in a UE engine or a game mode independently generated by the UE engine; the Voxel technology is a Voxel-based algorithm, which includes automatic filling of voxels at the boundary or bottom, so that when the boundary is found, its boundary expands infinitely due to the automatic filling, thus forming an infinite terrain. Voxel is an abbreviation of Volume Pixel, which is a Voxel, for short Voxel. Voxel is a basic unit or minimum unit of image information defining a point in three-dimensional space.
S2, importing one or more pictures with any size from the outside, defining the first picture as the material of the terrain by default, and automatically defining other pictures as the pictures of the inkjet brush if other pictures exist. The externally imported pictures comprise picture imports stored in a hard disk of a user or picture imports searched from a network. In a preferred embodiment, referring to the lower right corner of fig. 1, each picture imported from the outside is displayed in real time in a texture map repository on the software control panel.
And each picture imported from the outside is automatically numbered according to the imported sequence, and a picture name with a corresponding sequence number is generated. Of course the sequence number may be modified.
And automatically forming an inkjet brush mapping by each picture imported from the outside, automatically unifying the specification and size of the picture, and automatically copying and storing the picture in a custom folder or storing the picture in a folder of a relative path of a game mode by default. Therefore, the collection and management of the pictures by the user are facilitated. And the used picture can not be lost by developing and generating the automatic copying function.
S3, developing and generating a game terrain editing interface, referring to the editing interface shown in FIG. 1, editing infinite terrain through the editing interface, wherein the editing interface comprises a brush type, an editing mode, a mixed layer, a material number, brush adaptation, brush depth, brush strength, brush radius and a brush mode, the editing mode comprises terrain carving, terrain leveling and terrain spraying, and any one or more than two editing modes can be selected to edit on infinite terrain;
the algorithm principle of carving the terrain is that an editing range is limited through a brush, the translation depth of the terrain is determined according to the strength of acting force applied by a mouse and the moving direction, and the original terrain sinks or rises. It is essentially a function of the topographic voxel ordering. The brush itself is a voxel brush generated by the program. Based on the similar principle, algorithms for leveling terrain and spraying terrain can be set, so that the algorithms can be used for editing in an editing interface.
For example, as a specific embodiment, an editing mode for carving a terrain is used, and then an infinite concave effect of the terrain can be operated by a mouse, and the bottom is continuously closed. The concave terrain can then generate interaction and collision effects with externally introduced physical and dynamic articles such as water fluid, cloth, ropes, flexible particles and the like. Referring to fig. 2, fig. 2 illustrates a concave terrain effect.
As another specific implementation, the editing mode of carving the terrain and the editing mode of spraying the terrain may be used successively, or the editing mode of carving the terrain and the editing mode of spraying the terrain may be used simultaneously. Figure 3 shows another dimpled topographical effect.
As a third embodiment, the terrace effect shown in fig. 4 can be created by using the editing mode for carving the terrain.
And S4, storing the edited terrain including scenes and/or the edited terrain or scene not including scenes in a certain folder or a folder of a relative path of the game mode, wherein the format is sav, vox or a self-defined suffix name. Namely, the method of the invention has two storage modes, one is the storage of a pure infinite terrain, and the other is the storage of a terrain including scenes, and the storage can be placed in two different files of the relative path of the game mode.
The embodiment can also comprise S5, in the game mode independently generated by the UE engine or the UE engine, the saved terrain is imported to continue editing. In this way, repeated editing and reuse of the wireless terrain can be achieved until satisfactory work is made.
The method is developed by the inventor, and the method comprises the step of developing a game terrain editing interface and the like, which are obtained after creative labor of the inventor.
The above-listed detailed description is only a specific description of a possible embodiment of the present invention, and they are not intended to limit the scope of the present invention, and equivalent embodiments or modifications made without departing from the technical spirit of the present invention should be included in the scope of the present invention.
Claims (7)
1. A terrain generating method based on a UE engine is characterized by comprising the following steps:
s1, generating a program terrain by using a Voxel technology, wherein the program terrain generates an infinite terrain in real time in a UE engine or a game mode independently generated by the UE engine; wherein the Voxel technique is a Voxel-based algorithm that includes automatic filling of a full Voxel at a boundary or bottom;
s2, importing one or more pictures with any size from the outside, using the first picture as default to define the material of the terrain, and if other pictures exist, automatically defining the other pictures as the mapping of the inkjet brush;
s3, developing and generating a game terrain editing interface, and editing infinite terrain through the editing interface, wherein the editing interface comprises a brush type, an editing mode, a mixed layer, a material number, a brush adaptation, a brush depth, a brush strength, a brush radius and a brush mode, the editing mode comprises a carved terrain, a flat terrain and a spray-painted terrain, and any one or more than two editing modes can be selected to edit the infinite terrain;
and S4, storing the edited terrain including scenes and/or the edited terrain not including scenes in a certain folder or a folder of a relative path of the game mode, wherein the format is sav, vox or a self-defined suffix name.
2. The UE engine-based terrain generating method of claim 1, wherein in S2, each picture imported from outside is displayed in real time in a texture map repository on a software control panel.
3. The UE engine-based terrain generating method of claim 1, wherein in S2, each picture imported from outside is automatically numbered according to an imported sequence, and a picture name with a corresponding sequence number is generated.
4. The UE engine-based terrain generating method of claim 3, wherein in S2, the sequence number can be modified.
5. The UE engine-based terrain generating method of claim 1, wherein in S2, each picture imported from outside automatically forms an inkjet brush map, automatically unifies the format size of the picture, and automatically copies and stores in a custom folder or a folder of a game mode relative path by default.
6. The UE engine-based terrain generating method of claim 1, wherein in S2, the externally imported picture comprises a picture stored in a hard disk of a user or a picture searched on a network.
7. The UE engine-based terrain generating method of claim 1, further comprising S5. in a game mode independently generated by the UE engine or the UE engine, importing the saved terrain into a continuous editing mode.
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CN111617485A (en) * | 2020-06-04 | 2020-09-04 | 广州西山居世游网络科技有限公司 | Virtual terrain scene manufacturing method and device |
CN113368503A (en) * | 2021-07-06 | 2021-09-10 | 福建天晴在线互动科技有限公司 | Method and system for reusing terrain material |
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CN113368503A (en) * | 2021-07-06 | 2021-09-10 | 福建天晴在线互动科技有限公司 | Method and system for reusing terrain material |
CN113368503B (en) * | 2021-07-06 | 2023-11-24 | 福建天晴在线互动科技有限公司 | Method and system for multiplexing terrain materials |
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