I was thinking about a way, to speed up populating a terrain (in Unity). In unity, you can “paint” things like trees on a terrain - maybe there is a way to do a “placement mask” or something like that in WM, like a splatmap, but for placing objects?
Nice.
I do not use organic material in my game levels!!! ???
Because my game levels take place in space . Not on Earth …
But I like the ide.
In my case I only use, sand Flow, rocks, cliff, pebbles, lava, etc
I think you need to look at a place and see how trees etc are located, maybe around water, lakes, rivers . Might need to check the slope angels also
Wow, this is exactly what I am doing in Unreal 4 right now, lol.
I output 3 meshes of my terrain covering different heights, and did a tiled export of the meshes. The problem I’m having is understanding at what scale & location I need to set the meshes to make them match my in game terrain, which was exported from WM as a single height map of 8129px. I can set up the masks visually, but I want to calculate the location and scale for the mask so I don’t need to guess every time.
I don’t know how foliage works in Unity, but in Unreal 4, you can’t fill a landscape with foliage, but you can fill a mesh, so I’m filling each color mesh with different foliage, then dropping all the foliage to the ground.