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Topics - tv033

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General Discussion / Terrain Importer for Unity
« on: October 07, 2014, 03:30:51 PM »
Hey everyone!

I created a Terrain Importer for Unity3d recently that has been released on the Unity Asset Store for $5. It was primarily built with World Machine in mind, and can import tile sets (even large sets that exceed the 3.5 GB limit of Unity's Editor can be imported).

More information can be found on the forums at the following link: http://forum.unity3d.com/threads/released-terrain-importer.264640/

You can post your questions here or there. Let me know what you think!

2
Bug Reports and Help / Mountain Ridge Issue
« on: June 10, 2014, 09:12:51 PM »
Hello! My problem is simple, and hopefully the solution is relatively straight forward. I have produced a decent looking terrain height map, but the ridges are not to my liking.

The top of the ridge should be at a single height map point, but instead is kind of spread between several different points.

So instead of :
.    .    .    .    .

It's like:
   .    .    .    .
.    .    .    .    .
   .    .    .    .

Hopefully you know what I mean  :D

Project included, along with a in game picture of the ridges from Unity.

Thanks for any help. Please let me know if I need to explain the problem another way.

3
Bug Reports and Help / File Input Questions
« on: November 10, 2013, 08:50:35 PM »
Hello all,

I recently started using WM2, and have been trying to get a high resolution terrain created for use in Unity. I plan on using it solefy for a demo video, so I decided to just try and output the terrain found in the splat map creation project. My end goal is to create an 8x8 set of tiled terrains at 2049 x 2049 resolution each, which as you can probably imagine, will take a day or two. With that in mind, I decided to try and split the creation process into several steps.

The first step was to save the heightfield output after the first erosion and thermal weathering devices to a .r16 file, which was a simple matter.

The next step was to run that file through the second erosion device, and then save the three outputs (primary heightfield, wear map, and deposition map) to their own files. This is where I'm facing a problem. I have the three files, but when I try to bring the wear and deposition maps back into the chain via File Input devices, they don't look like the same maps that were outputted (the maps shown when you click on the Height Output device). Instead of a black/whitish image, a brownish image with spikes is shown, and when I use these inputs to create an overlay, the overlay terrain does not look like it should.

I saved the deposition and wear maps as .r16 files. Is that the correct format for these type of maps, or does it matter? I saw something about doing a y-projection on a wear map input, but I have no idea what that is. The provided images show the device chain and wear map output/input in the 3d-view. Please, any help would be greatly appreciated!

On a side note: I also tried outputting a ARGB splatmap as a bitmap, and then tried to bring it back in via a File Input in order to use it to make a tiled build, however it did not work. If I have a ARGB bitmap, can I just link it to a Bitmap output for use in tiled build? Or do I need to take the bitmap input and split it into A and RGB (via channel splitter), then route those into a new bitmap output (running the RGB into a channel combiner first, seems redundant?)? If so, how do I get the alpha from the bitmap? Thanks!

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