![]() ![]() You can also directly import the heightmaps to your landscape in Unreal and avoid the texturing step entirely, but that wasn't applicable for this project. This achieves the illusion of detail on the mountains when you're on the track without tanking performance. To make the scenery surrounding the track, I used Quadspinner Gaea, generated a normal map and color map of the finished terrain, exported the heightmaps as static meshes with the Mesher node, optimized the meshes in Blender, then applied the textures to the same optimized meshes after a bit of UV tweaking. Now for some placeables to put your weapons of mass destruction to good use. Everything works as intended as well, as you can raise and lower the launcher and fire the rocket with simple keyboard controls. To make the new Brick Rigs-themed buildings, I ripped the current building textures from the game using UE Viewer, then created new, relatively simple meshes using a tiling-texture multi-UV method to achieve the same look. Better done in Brick Rigs rather than in real life I suppose. There are many tutorials online to teach you this baking process! ![]() brv importer addon for Blender ( available in the Brick Rigs Discord in #mod-uploads ), added bevels to the bricks (after painstakingly fixing the meshes), then baked normal maps onto brand-new low-poly meshes. Tsk, tsk. To make the new Brick Rigs-themed props, I used Adobe's wonderful. Somewhere in your 200 or so games, you should find one called Brick Rigs (I’ll be referring to it as BR though. Restart Brick Rigs, and the map will show up in your main menu. Drop the 'BricksdaleSpeedway' folder in the ZIP file you downloaded into the Mods folder you just opened. If there is no 'Mods' folder, create one. To get the map to work in Brick Rigs, I mostly used the unofficial Brick Rigs SDK. In your Steam library, right-click Brick Rigs, and select Manage > Browse Local Files.
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