Pre-made Data Assets Calysto World 2.0

On this page I will walk you through how to use the pre-made data assets for Calysto World 2.0 Note that this only applies to Calysto World 2.0 in Unreal Engine 5.6+

If you want to create the data assets yourself you can use the auto tool detailed on this page HERE or do it manually on this page HERE

First make sure to check these pages before continuing:

Textures Setup - And RecommendationsTextures Look Different Between Engine Versions

Requirements

For this to properly work you need to first install Calysto World 2.0 following the instructions from their documentation:

After you have installed Calysto World 2.0 you import the stamps (heightmaps) from World Protocol. Both Calysto World 2.0 and the stamps from World Protocol have to be imported before continuing. IMPORTANT DO NOT MOVE ANY FILES OR FOLDERS

Guide

After everything is imported/installed properly you close the editor and download the pre-made data assets from here:

The page will probably show up blank but this is normal, just click the download button.

Unpack the file wherever you want. Inside the rar/zip file you should see a folder called "World Protocol - Calysto World 2.0 Integration Files Unreal 5.6+" Inside that folder you should see the following

After you unpacked the rar/zip you open your project folder in file explorer Go to [your project] > Content > World_Protocol Then copy paste the data assets into the World_Protocol root folder IMPORTANT ONLY COPY PASTE THE DATA ASSETS RELATING TO THE STAMP PACK(S) YOU OWN

Now you can open the project and you will find the Data Assets auto populated with the stamps. The Data Assets themselves contain the references to the stamps which should auto populate after you import it into this exact file path. Meaning if you copy paste a pre-made Data Asset belonging to a stamp pack you did not import or do not own it will not populate. From here you can open the DA_AllHeightmap from Calysto > World > Data Then add an array element and define the Data Assets

File Organization

Here I will give a quick rundown of which Data Assets belong to which stamp pack

ONLY COPY PASTE THE DATA ASSETS RELATING TO THE STAMP PACK(S) YOU OWN

A Few Tips

For Dunes: Dunes are separated into 3 data assets, dunes, dunes small and dunes tall. The tall and small sets are set to additive blend mode so the more you spawn the higher they'll get.

The small ones are smoother results out of the box. The tall ones you don't want to spawn too many stamps at once.

You could start with a few of the tall set to spawn at first and then spawn some small ones on top to slightly raise the dunes.

The regular dunes are set to max blend mode and are more squared, these are moreso meant to be spawned 1 at a time and manually placed. For a more natural look i'd recommend using the small and tall sets.

For Cliffs: The cliffs are separated into 2 data assets, cliffs and cliffs edge. These you want to spawn in 1 by 1 and manually place, the stamps from cliffs edge are mostly meant to go on the edges of your play area. The stamps from the regular cliffs can be placed a bit more freely as they are less squared but you'll probably still want to keep them near the edges of areas.

For Continents: These are set to max blend mode so they can blend into each other to form more combinations upon generation Keep min and max spawn size the same value if you want a more flat surface, otherwise you can get elevations/steps where the continents intersect. It is possible you may want to lower the height of the continents a bit, you can do this by scaling them after spawning (just select and scale as you would normally). They are a little high by default as their main purpose was for creating overworld type maps as seen in games such as Final Fnatasy 7 and Clair Obscur: Expedition 33 etc

For Canyons: The canyon data assets are set to max blend mode so they will blend into each other instead of layer on top of each other, otherwise you will quickly hit the default height limit of the engine. If you do want some stepped/stacked canyons an easy solution is to spawn a few canyons then select a couple stamps individually and set them to additive and place them on top of other stamps. Copy pasting a singular stamp and setting those to additive then scaling the stamp on top down a little can also create this stepped look.

Video Rundown

In the video I have already installed Calysto World 2.0 including the Complete Collection of my stamps

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