• Welcome to World Machine Community. Please login or sign up.
 
August 22, 2019, 04:41:28 pm

News:

Read the Development Diary for an inside look at World Machine's progress!


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - peter_sim

1
Quote from: e2clipse on June 10, 2014, 11:50:44 am
What engine do you use anyway?

Should be rules for that^ haha name your specs and engine or application


Hi Eclipse,

We use Unity

We are targeting medium to high range system.

Regards Peter
2
Quote from: WFab on June 10, 2014, 11:33:30 am
Your calculation seems fine, so I don't know what your problem is. Although if you want an 8k terrain in your game, why can't you use a single heightmap without tiling?


Hi WFab,

I was just confuse about the resolution versus width and lenght since 1 unit= 1 meter in Unity so i figure that 2000 units mean 2 km.

Tiled terrain are our only choice if we want to be able to stream it on master server with asset bundle and it give us a more detail terrain than one single heightmap.

Regards Peter
3
My trial of WM pro is about to expired so i will appreciate if someone can shed some light on this.

Regards Peter
4
Hi everyone,

After some test we decide to reduce the size of our game map to only allowed an 8 km x 8km playable area so we can release other part of the map as future extensions.

But i am a bit confuse about the terrain size, let me explain here :

I just made another extent of 8 km x 8km and in terrain tiled panel i set the grid to 2x2 at 2048 height-map resolution so this made 4 tiles of 2048 x 2048 for a total of 4096 kilometer square.

So should i make a 4x4 grid to get a real 8 km square playable area or am i just not seeing the forest behind the trees here?

regards Peter
5
Hi Eclipse,

Thank for working on this you are really a kind person, i will try it this week because yesterday we have to put our dog down and i am still sad about it.

Regards Peter
6
Macros and Plugins / Re: Have any ideas?
June 01, 2014, 12:41:34 pm
Hi Eclipse,

I mean more control like ability to have irregular broken sand dune with sharp ridge and also scalable to big size terrain but i am not sure it is possible the way resolution is handle in WM.

The other day i was trying to get small sand ripples on my beach zone for my 30 km x 30 km terrain and even at the smallest setting the ripples were still to big.

And if you already tried the available dunes macro they only cover a small band or maybe it is because i have a big terrain but controlling this narrow band with the chooser was a pain.

I know i could punch those detail easily in Mudbox but i was just trying to have less sculpting to do by doing as much as i can in WM.

Regards Peter
7
Macros and Plugins / Re: Basic Splatmap Macro
June 01, 2014, 10:52:18 am
Hi Stephen,

Thank for this and i will give it a try since this week i will be starting the splatmap extraction.

Regards Peter
8
Macros and Plugins / Re: Have any ideas?
June 01, 2014, 10:49:41 am
Hi Eclipse,

Well maybe a good sand dunes macro that cover the whole terrain with more control than the one already existing since i find them pretty limited.

Regards Peter
9
Quote from: Remnant on May 30, 2014, 12:26:45 pm
You can simply add an additional input port to the macro, call it the "Mask Input", then use that to control the chooser.

Internally, WM is doing something very similar with the mask input on normal devices; with macros, you have to add the port yourself unfortunately.


Hi Stephen,

Thank for the tip and i finally did it with a chooser and layout generator but i wont use those sand dunes macro since they are really hard to setup correctly and lack control.

Regards Peter
10
Hi Eclipse,

I found a way using a chooser device but i tried to add a mask into the macro but there doesn't seem to be a mask input i can plug in in the macro editing.

Anyway i think i will do this work in Mudbox since those kind of detail are to tedious to make in WM.

My mistake is that i try to much to do everything in WM instead of punching the detail the easy way with sculpting software.

Regards Peter
11
Bug Reports and Help / Need a little help here
May 30, 2014, 11:02:03 am
Hi everyone,

I am currently trying to put some sand dunes from macro but those dunes macro only have a band of dune that is difficult to orient in a specific spot on the terrain and they dont have any mask input so anyone can shed some light on how to use these on specific spot of the terrain?

Regards Peter
12
Hi Eclipse,

I can confirm that all of them are now working perfectly, thank.

Regards   Peter
13
Hi eclipse,

I tried the equalizer and i also get unknown error while selecting the macro.

So for me both the carving and equalizer get unknown error while the ultra manipulator work fine.

Regards Peter
14
Hi eclipse,

I get an error on selected the macro but your ultra manipulator is working perfectly, i am on the latest stable build.

Regards Peter
15
Hi Eclipse and thank again, the spike are really annoying with erosion specially with small river so we will give it a try to see if we can fix it with your macro.

Regards Peter
16
Thank Eclipse, i will give it a go since i was looking to have less pronounce effect then the erosion and your macro seem good to do just that.

We made a 30 km x 30 km world and it is impossible to get nice detailing on small mountain on such a big world.

Regards Peter
17
Bug Reports and Help / Re: Possible bug
May 22, 2014, 10:57:19 pm
Hi Eclipse,

Yes same setting maybe not a bug but just an error message warning you about folder name change.

Regards Peter
18
Bug Reports and Help / Re: Rivers
May 22, 2014, 10:55:51 pm
Hi Stephen,

My bad i did not even though to try if fractional unit where working in the fallof!

I will surely give it a go since it would help a lot on other thin crevasses and crack.

Regards Peter
19
Bug Reports and Help / Re: Tiled world to unity
May 22, 2014, 09:10:42 am
Hi everyone,

I did some more test yesterday and unity unit for height are certainly not meter since i made a test scene with a 300 meter square and import it in unity at 300 and it was way to flat so i had to bump the value to 600(default value) and it seem OK.

Unity help is so bad and their forum is useless about precise questions that the only choice you have is to find out by yourself.

Regards Peter
20
Bug Reports and Help / Re: Rivers
May 22, 2014, 09:04:50 am
Hi Stephen,

Yes i know about the fallof setting but at 1 m smallest value the river is still to large so i guess Mudbox will be the solution to make them thinner.

Thank for replying.

Regards Peter