Recent Posts

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General Discussion / Re: The "Mailbox Peak" Build - The real deal?
« Last post by sirimol2540 on November 25, 2018, 06:26:23 PM »
Good to see that there is a new version of the world.
Just extended my maintenance about a month ago.

gclub slot
12
Bug Reports and Help / Re: Tiled export heightmap problems
« Last post by WFab on November 25, 2018, 09:26:22 AM »
Some filters are not tile build friendly. They show an "exclamation mark" next to the device name. Try to avoid those.

Also, erosion filter with "geological time enhancement" enabled, creates drastically different result for tiled build. Try to avoid that option too.

Solution: The best 1:1 result can only be obtained by cutting up a hi res result "after" the build is baked to files. You can set up a file in world machine with "file input->file output" set for each file you want to split into tiles (including masks). Then set up tiled build for that new world. That way you can split as many files as you want, as many times as you want, without losing details. Do remember to disable blending in the tiled settings, and enable "share edge vertices".
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Macros and Plugins / Update: Sat Map Texturizer : new improved WM Color maps!
« Last post by ForceVFX on November 25, 2018, 04:37:14 AM »
I created this as a my second macro, I use satellite images for my flight sim games, wanted something..better..so:



I will post more, when further along.

ok, some new pics..updated the input sat map with WM erosion and my own stylized magic, see the side by side.
I am still finalizing and testing..



and how the whole thing works..




Patrick
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Feature Requests / Ability to create tabs in the macro interface.
« Last post by ForceVFX on November 23, 2018, 05:10:25 PM »
Looks like your following a C++/Windows layout..any chance to add a new tab, when adding macro properties? to un-clutter complex macros.

Patrick
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So, I do have some experience in Unity terrains, I had a little head start. Been messing around , exploring, watching videos, total immersion...
I needed a pipeline to my custom unity mobile shaders, so starting from that perspective, I took my old islands into World Machine, and started to Experiment...

Here is where I am.




Oh yeah, exporting LOD meshes a well!...

Stay Tuned!!

Patrick
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General Discussion / Setting your file's elevations problem
« Last post by RobMitch on November 21, 2018, 11:17:59 AM »
Hello,

I 'm a man from Belgium. I want to create a shipsimulator from the benelux (Belgium, the Netherlands, Luxemburg) with WM and than export it to unreal engine 4.20. I have lots of maps between -20  m to 2 m. When import following file  and i use the command "Setting your file's elevations" with 8km by 8 km  and voor elevation range -20 m by 2 m. the landscape completly is wrong eg i only see a flat brown view in 3D. when i take the option of Full Range, i see the two parts (sea and land). What can be the solution?

Kind regards and thx for helping me,

Rob
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Macros and Plugins / Re: Input masks in Geoglyph
« Last post by wannaxaxa on November 20, 2018, 07:27:04 PM »
you can use anything as maskจีคลับ
height, slope, erosion,จีคลับสล็อต flow, deposition, layout generator, imported image, perlins, voronoi etc
and you can even apply other effects on these masks before you use them as masks
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Works in Progress / Re: Speed Build Practice
« Last post by blattacker on November 19, 2018, 03:09:19 PM »
Work keeps getting in the way, but I've got another speed build going! This one was actually only like 30 minutes in World Machine itself, but there's a couple hand painted masks from Photoshop on this one. I was going for a road going along a coastline. I've got a view of the node network, the 3D view from WM, and then after the first 15 minutes in Terragen, if people are interested, I'll post the progress! Not sure how active these forums still are though...
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Geology and Terrain / how to make rolling plains or small hills?
« Last post by heymann on November 18, 2018, 05:24:13 PM »
Are there any tutorials that teach to make anything other than giant f-ing mountain range? all i see on youtube are basic mountainous environment tutorials, which to be honest arent that hard if you have even remotely an idea of what you are doing. I am trying to make a desert area with small hills and a coast. i got the coast down but i cant seem to get the hill-y area in the desert like environments down very well. this is what i was trying to get - No. 1  and this is my attempt at it - No. 2.

No. 1 - http://oi67.tinypic.com/2z8ah4k.jpg

No. 2 -  http://oi65.tinypic.com/i5n810.jpg ; http://oi65.tinypic.com/j5v5sl.jpg; WM file - https://we.tl/t-QbmDelY8SI
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Bug Reports and Help / Tiled export heightmap problems
« Last post by copenhagenjazz on November 12, 2018, 01:58:02 AM »
Hi

So I am a Unity user who is trying to make a tiled export of my terrain. However the tiled exports looks radically different than the standard export.

The terrain is 2000*2000*500m and I export as r16. After doing so I change the file extension from .r16 to .raw in order for Unity to accept it as a heightmap.

It works fine for a standard single terrain tile export. This gives me an expected result. However a tiled export (4*1000*100*500m) gives me odd results. Please see the attached image;

https://drive.google.com/open?id=1fPDQBFwnt9JFpiAImFe8AiqkqduHw86N

As you can see the tiled terrain looks very different. The differences are most visible on the centrepiece mountain which looks quite odd in the tiled version.

I am using World Machine Professional Build 3019 64bit.

If you are interested you can grab the scene file here; https://drive.google.com/open?id=1eydYT1wGwpBXlbRPBGPB2rN6sclgzqWx

I am contemplating resorting to just exporting a really highres version of the single terrain and cutting it up in Photoshop but I feel I am just missing something. I found this similar thread but doesnt seem to be that problem I am facing; http://forum.world-machine.com/index.php?topic=3310.msg14604#msg14604

Any help would be greatly appreciated. Thanks in advance :)
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