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Massive World
  • Massive World
  • πŸ’‘Quick Start
  • πŸ’‘Setup Runtime Virtual Texture (RVT)
  • πŸ’‘Preparing for future updates
  • ⛰️Customizing the landscape
  • ⛰️Customizing the stamp database (5.5)
  • 🌳Biome (Unreal 5.5) πŸ”₯
    • 🌲Customizing your biome databaseπŸ”₯
    • 🌲Customizing your biome πŸ”₯
    • 🌲Biome mask
  • πŸ‘οΈPlace of Interest (POI) πŸ”₯
  • πŸ’€AI Spawner (5.4)
  • ⌨️DevMode (5.4)
  • πŸ“ˆUsing your own PCG graph
  • πŸ–ŒοΈDrawing roads, rivers, lakes and biomes
    • 🌊Drawing rivers and lakes (beta)
    • 🌊Automatic audio and waterfall (beta)
    • 🍁Biomes
    • πŸ›£οΈPaint Roads
    • πŸ§—β€β™‚οΈDraw Cliff
    • ❌Drawing remove biomes
  • 🎨Landscape texturing / masking
    • Texturing with biomes
    • Texturing with roads
    • Auto Landscape Mask Properties
    • Texturing with lakes and rivers
    • Using Massive World with other landscape material. (Advanced). Example: Brushify
      • Example: Dreamscape
  • 🧩Patch Note - Massive World
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  • ❔FAQ
    • The landscape is all dark
    • Can't spawn any tree but I see rocks
    • The texture looks blurry
  • Legacy
    • 🌳Biome (Unreal 5.3)
      • 🌲Customizing your biome water level and layer detection
      • 🌲Biome placement
      • 🌲Customizing your biome database
      • 🌲Customizing your biome PCG
      • 🌲Biome mask
    • 🌳Biome (Unreal 5.4)
      • 🌲Customizing your biome water and mountain level
      • 🌲Customizing your biome database
      • 🌲Customizing your biome
      • 🌲Biome mask
  • Extra
  • βž•Extra functions
  • 🌳Stylized Asset
    • Adding water
    • Landscape Material
  • ❗World Partition
  • ☘️Gathering and interaction
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  • Adding new biome in the database
  • Biomes and variants.
  1. Legacy
  2. Biome (Unreal 5.3)

Customizing your biome database

PreviousBiome placementNextCustomizing your biome PCG

Last updated 1 year ago

Adding new biome in the database

Inside MassiveWorld/Data, you will find DT_Biome. Open it to see the list of currently available biome. This list is the list used to generate

Biomes and variants.

What is unique about Massive World is not just the ability to spawn biomes but to actually create variations of them. What does that mean?

The biome is the Biome PCG Graph which holds all the visuals of your biome (more on that later).

But you can spawn those biomes with different settings, like a Nordic area with giant trees, another with very small trees and a lot of mushrooms, another with mostly large rocks and a lot of moss on them, etc etc... They all share the same visual, but are placed differently in the world, those are the variation, and it's easy to do!

Simply create a new row, use the same PCG_Biome graph, and change the data in it.

Biome PCG Graph: This leads to the PCG graph used and contains the visual. More on that later.

GroundMaterial: New from Massive World 1.2, you can now attach a ground material to use with your biome. Require RVT and a specific material to mask the landscape (a material instance of M_BiomeTexture). More on that later

Density: Determine the max density.

Min Scale: Min scale of the object spawned.

Max Scale: Max scale of the object spawned.

Spread Distance: Determine how far from the original spawn point the object can spawn. This will also affect the density.

Note: Details are additional objects spawned on the rocks to add more depth to the world.

See to avoid losing anything between updates.

🌳
🌲
Preparing for future updates