Figuring out how to do "complex" materials on a static mesh with UT3 made me want to experiment with UT2004. I came up with this.


This is just a test map, nothing to do with the final. It worked out well though. Now I'm confident I can port the whole level to UT2004 also. I was worried about the size of the terrain from Trespasser. Trespasser is equal to 4096^4096 while UT2004 is limited to 512^512. And UT3 is 1024^1024. But using a static mesh instead of the terrain system allows me to use really detailed mesh's. Optimized of course. It started out as a 512^512 sheet. I no longer have to use a projector for the lightmap. I add it directly to the UV of the static mesh. Works like a charm. It's fun to figure out something new.
Right now I'm leaning towards finishing the UT2004 version first. After that it should be easy to port to UT3. I have a porting tool that might work good. But it only goes forwards in game engines, not backwards. Plus I prefer the gameplay of Jurassic Rage for UT2004.
It's cool to me that I can now pretty much have unlimited terrains in the old game. I hated the limitations of the terrain engine. There is a dinosaur single player mod for UT2004 that I have been wanting to make a level for, for ages. Well actually it is a mutater for the monster mode where you fight enemies from Unreal 1, but the characters work in a single player environment. Combining this with baked uv maps on a cliff or cave or etcetera should look really smooth. The only real limitation is download sizes and shadows from objects on the terrain. They would be a bit blurry compared to dynamic lighting or high detail baked lighting. If I use a high res lightmap the render lag is bad. And If I split the terrain into many sections and use tons of smaller but still detailed lightmaps it would be a huge download. So... limitations.
Too bad UE4/5 dont have any good free military weapon or dinosaur mods... Then I could use modern tech lol. Oh well.
EDIT: I did the texture material wrong, was only showing one texture. If you apply a UV map it removes one of the textures. So I made some more materials and blended the lightmap onto the texture directly. This is what I got.

I'm happy with the general look. Though doing it this way I cannot have deco-layers. The grass decoration layers that fade away at a distance. Gonna have to do all of that manually. Trespasser grass and plants are very high poly, so it is just as well. You can't have very many on screen at once.
I tried ages ago to import a LOD mesh(trees) to UT2004 and it actually ran slower... I would like to replicate every decoration from Trespasser but that could be pain staking. So um, maybe just place random decorations? Grass and such. What ya think?
I'll get to splitting the entire landscape from IT into game friendly chunks and make up all of the materials tomorrow. See how it looks in game. I'm glad this will actually work and look nice too. With UT3, it is less of a challenge graphics wise but I really want to play the final of the UT2004 version first.
Have fun guys and gals.