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T4M Black Edition

Discussion in 'Assets and Asset Store' started by SJAM, Feb 14, 2012.

  1. SJAM

    SJAM

    Joined:
    Jan 11, 2009
    Posts:
    729





    *** NOT COMPATIBLE WITH UNITY 5 ***



    TO BE CLEAR

    At this time Easy Road is not compatible with the T4M, and maybe never. Easy Road is based on Unity Terrain only and I can not do anything to change this.
    So if you plan to use EasyRoad, don't buy the T4M.

    In the description of both tools, we never said that they can be use together, and so, we are not responsible of your disapointment about that.

    Thank.



    SUPPORT
    For Support, I need your Invoice number, to avoid to help the persons who have the T4M illegaly, and so, loose my time for nothing.



    Thank for understanding.



    Current Version : 2.5

    Update 2.5

    - Update for U4.5 and U4.6
    - Fix Warning
    - Fix Non-Square terrain conversion (thank to Cid Newman)
    - Better conversion quality

    Update 2.4

    - Fix errors due at the regression of the v2.3 correction.
    - No more error with big meshes


    Update 2.3
    This Update is for Unity 4.1.2 only.

    Fixed :
    -Loss of T4M Terrain material is fixed
    -Demo Scene is fixed.
    Added :
    -Add CheckBoxes to activate the preview of LOD/BillBoard and LayerCullDistance, in edition mode in the menu
    -Button to cleaning T4M hidden objects who still on the scene.
    Changed :
    Package already patched for Unity 4.1.2


    Update 2.2.8
    Fix :
    - problem when the T4M delete the preview trees.
    - Some others little fix

    New :
    -Source codes released (I never or rarely commented the T4M scripts, because it is not an asset but a tool who I had compiled, I had no need to make that for me)
    - a little tool for replace the Black Edition files, by the SC version, on your T4M Black Edition scene.


    Update 2.2.7
    - Add activate/Deactivate function for ATS Foliage Mobile
    - Fix Tutorial Files

    Update 2.2.6
    - Multiple Parts support for 'Object to T4M convertor'
    - Fix bug of 2.2.5 (freeze)

    Update 2.2.5
    New Menu

    - ATS Mobile foliage Integration in MyT4M Menu tab. (need to download the package, link in the menu)

    UnityTerrain Convertor:
    - Rewrited to avoid some problems with AssetImporter class

    Painter :
    - No more problem between "SHIFT" Key control and T4M control (for fast move)

    Update Menu :
    - Fix some problems

    Shaders :
    - 1 new Opengles 1.1 shader 2 textures + Beast lightmap in one drawcall (need to add the lightmap texture manualy in TexturesT4M Menu)
    - 1 new Opengles 1.1 shader 2 textures + External Lightmap in one drawcall(need to add the lightmap texture manualy in T4M Textures Menu)

    LOD/Billboard and LayerCulling
    - Activate deactive LOD/Billboard preview in Editor Mode (Check box in the Inspector of your T4M)
    - Preview of LayerCulling in EditorMode (Check box in the Inspector of your T4M)
    - boost LOD/Billboard performances used with layerculling distance (old algorithm update all objects on the scene, now only the visibles objects)



    Fixed
    - 2 bugs in planting menu



    What that and why use it ?

    The T4M is an terrain tool.

    It is an alternative of Unity Terrain using your own geometrie made with an 3D Modeling tool (Maya,
    EarthSculptor, 3DS MAx, Blender...)

    Initialy the T4M has targeted the mobile device, but a lot of people find other benefits at the T4M :
    - T4M is a tool that allows users to import geometry into Unity to use as a terrain.
    - the T4M for web and mobile: small size of the build, only one draw call, fast load speed and great performances(on old devices too)

    So, I decide to targeted all plateforms and propose a complete solution (exept : Elevation tool yet)
    The T4M included texture painting, planting trees grass, have an LOD system and Billboard, on every
    imported geometries.
    The T4M can also convert a Unity Terrain into geometry retaining the blend texture and the first four splat
    textures and use it with all benefits than an imported geometrie + T4M system.

    All features are compatible with Unity Free and Pro


    Features

    - Unity 4.5 or later FREE and PRO
    - Shader Model 1, 2 and 3 Devices (iPhone, iPad, Android and also Web, PC, MAC,Flash, NaCi)
    - Convert Unity Terrain to T4M and keep your textures and blend texture (it work with 4 splat textures)
    - Convert your own Imported Mesh (you are free to make a Terrain with all 3D softwares)
    - Planting/Placing any object you want with the new Planting System
    - Integrated a LOD System
    - Integrated also a Billboard System
    - Paint directly with Substance Material
    - Best Brush Preview
    - 1 Shaders Model 1.1 to Mix 2 Textures
    - 24 Shaders Model 2 : Bumped, Bumped Specular, Specular, Diffuse, Unlit, Toon and Paint up to 6 textures (Desktop, Web) always in 1 DrawCall
    - 14 Shader Model 3 : Bumped, Bumped Specular, Specular, Diffuse and Paint up to 6 textures (Desktop, Web) always in 1 DrawCall
    - Compatible with Unity Terrain Shaders, you can use your own Shader.
    - Undo/Redo implementation for painting.
    - Multiple T4M on the scene
    - Add your own Brushes (64x64)
    - Compatible with Real Time Shadow, Lightmap and Directional LightMap


    Video / Written Manual of the T4M HERE




    Exemples of Games made with the T4M
    Tiny Troopers

    Virus Infection 2
     
    Last edited: Oct 18, 2022
  2. sjm-tech

    sjm-tech

    Joined:
    Sep 23, 2010
    Posts:
    733
    A must have tool...try it!
     
  3. TouchSoft

    TouchSoft

    Joined:
    Oct 18, 2008
    Posts:
    218
    I've purchased this and I'm glad to say I'm a very satisfied customer!
     
  4. SJAM

    SJAM

    Joined:
    Jan 11, 2009
    Posts:
    729
    Wierd, I don't recieved email notifications...

    Thank TouchSoft :)
     
  5. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    3,521
    Can also make an infinite terrain ? that is one terrain that tiles in all directions? Thanks
     
  6. Migueljb

    Migueljb

    Joined:
    Feb 27, 2008
    Posts:
    562
    When will the Terrain 4 mobile black edition be working with the asset store and 3.5? Thanks.
     
  7. AIS_Rich

    AIS_Rich

    Joined:
    Mar 19, 2010
    Posts:
    43
    Is it possible to modify the splat map after painting the T4M terrain? When I try to open it in Photoshop there is only a blank .png. However, in Unity, it shows correctly. Also, when I tried importing my own splatmap the map didn't line up properly meaning that the features were off. When a mesh is converted to T4M object, are the uv's modified?
     
    Last edited: Feb 18, 2012
  8. SJAM

    SJAM

    Joined:
    Jan 11, 2009
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    729
    @Miguel
    http://forum.unity3d.com/threads/12...-Unity3.5?highlight=Assetstore+tool+unity+3.5
    I can't for now, but you can send me your invoice number when you buy the T4M + email, and I send you the package.

    @Lars
    You can, but it's not a feature of T4M, you need make a script for that...

    @AIS Rich
    Like the blend texture of unity terrain, the texture is a png 32bits alpha, photoshop have some difficults with this format.
    You need to use an other software... If you search on the forum, you can find the same question, and maybe the solution.

    "When a mesh is converted to T4M object, are the uv's modified?"
    No, Just add T4M script and material. Only the unity terrain is modified
     
    Last edited: Feb 18, 2012
  9. RandAlThor

    RandAlThor

    Joined:
    Dec 2, 2007
    Posts:
    1,293
    What are my contraints for modeling landscapes in another 3D programm?
    I mean can i model holes inside my landscape or even caves?
    I i want to make caves, do i have to make them as its own t4m so unity can cull them?
    Can i make overhanging ledges?
    I read i can use multiple t4m landscapes, can they be under each other?
    Is there a limit for using multible t4m in one scene or an advise to use only x t4m´s in one scene or under these xyz cases you can use as much t4m´s as you want?
    Will it be better to export them triangulated or can they be in quads to let unity triangulate it?
    Do they have to be an fbx or obj or what format?
    Do they have one material only to work with t4m?
    Can i texture them i.e. in zbrush and export it as an obj with an uv?

    What about the new unity 3D 3.5 own lod system? Should i use yours or unity´s? Wich are better from a mobile performance view?
    What features is the elevation system that is not yet implemented give us?

    Can i use lightmaps without loosing the good drawcalls or performance?

    In the isle demo i can see many drawcalls (more then 160), are they from the billboard system or from the planting system?
    Wich one has to used more wisely?
    Will there come an animated billboard system or animated tree system in the future and will that cost much performance?

    I am sorry for asking so many questions but after seeing your long video they just come to my mind.
    I knew that the billboard and plant system come with much more drawcalls but do not understand why because i thought they will batched all together because they are not animated.
    Maybe i can use the batching toolkit from Ipokratis with this system?
    Oh, and are there any general limitations or advices for using other assets together with t4m?

    Edit:
    Just some questions before an aswer.
     
    Last edited: Feb 18, 2012
  10. SJAM

    SJAM

    Joined:
    Jan 11, 2009
    Posts:
    729
    Wow, a lot of questions lol.

    So,

    Good UV map :)


    Yes you can, Max (Sjm Tech), use the T4M and make that really good.


    Sorry, I don't understand...


    Yes of course.


    As you want, no obligation, no limit (only device performance limit)


    For my part, I triangulate all my meshes before import on Unity, but is not an obligation.


    the converted Unity terrain is a obj, my imported geometries are fbx files, so...


    ...don't understand, the T4M allow to you to mix up to 6 textures on 1 material.


    You can use the object + uv on T4M to paint it in T4M


    Haha, I don't know yet... need to try.


    A feature for make your landscape directly with the T4M, without conversion and other things.


    On mobile, using lightmap is more good for performances


    Yes, but more than 100 baked (billboard objects), if you use only billboard objects you will have only 1 drawcall for all billboard grass. On Unity PRO version the palms (static mesh for this scene) are also batched and the scene work with 36 - 42 drawcalls




    I don't know yet...

    yes, if I had known, I would not made lol ;)


    No, because LOD Objects are static and more than 200 vertices


    I don't know maybe for LOD Objects but not on billboard (non statics objects)


    Not that I know, unless they interfere with the systems of LOD or Billboard, not for the rest.


    But keep mind that the T4M is not magical... you keep always the limitations differents devices .
    The only certainty you have : better performances with the T4M than the UnityTerrain with same assets.

    Best Regards

    Stephane
     
    Last edited: Feb 18, 2012
  11. angel_m

    angel_m

    Joined:
    Nov 4, 2005
    Posts:
    1,160
    In my tests the original Unity terrain is deleted-erased in the conversion process, I thought the original terrain was preserved.
    It should be forewarned...
     
  12. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
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    Yes I had the same it scared me but I had a backup :)
    I hope this can be automated to leave the original alone, just in disabled state and then create the new one.
     
  13. SJAM

    SJAM

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    Posts:
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    Hi, the original unity is deleted on the scene only... Original terrain stay always in hierarchie of your project.
     
  14. Lars-Steenhoff

    Lars-Steenhoff

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    Yes but this still gives problems if you made changes to the position and scaling, ( for 3d objects converted to T4M ) hard to place exactly in the same place from the hierarchy.

    I would still prefer hiding the scene version and making a new one.
     
  15. SJAM

    SJAM

    Joined:
    Jan 11, 2009
    Posts:
    729
    Ok, maybe an option to create an prefab of unity terrain before delete it...

    I will make that and also a update system for t4m
     
  16. angel_m

    angel_m

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    Why not simply deactivate the Unity terrain in the scene?
     
  17. Lars-Steenhoff

    Lars-Steenhoff

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    Yes I think this is the best way too, and if you need to do a new conversion after making changes to the unity terrain / imported terrain it's very easy to do.
     
  18. Lars-Steenhoff

    Lars-Steenhoff

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    the option is off course welcome!
     
  19. SJAM

    SJAM

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    Jan 11, 2009
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    No, because if you forget to delete unity terrain on the scene, the final package will contains the unity terrain librairy.
     
  20. Lars-Steenhoff

    Lars-Steenhoff

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    yes but If I forget something it's my problem he :)
     
  21. Lars-Steenhoff

    Lars-Steenhoff

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    Is it possible to replace the trees that I have painted with another kind of trees?
     
  22. SJAM

    SJAM

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    Jan 11, 2009
    Posts:
    729
    Yes, select the new tree on list, hold "ctrl" key (safe zone become orange) now go on trees you want replace. Keep size, rotation, static statut, if collider of old tree.
     
  23. Lars-Steenhoff

    Lars-Steenhoff

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    Aug 7, 2007
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    Thanks, one suggestion please put the materials tab next to the paint tab, it seem more logical here. and I need to change materials from time to time.
     
  24. angel_m

    angel_m

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    Nov 4, 2005
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    "No, because if you forget to delete unity terrain on the scene, the final package will contains the unity terrain librairy."

    Is it a joke ?? :)
     
  25. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
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    Could you please increase the maximum local tree size from 2 to something higher ? Thanks


    When I placed a group of trees and then close unity and open again, I don't see them in the t4m plant section.
     
    Last edited: Feb 21, 2012
  26. MSFX

    MSFX

    Joined:
    Sep 3, 2009
    Posts:
    116
    Really impressive looking tool, keep up the great work!

    Questions:

    1) I need to dynamically create the topology / heightmap of my terrain at runtime, can this be done with your tool?

    2) Assuming Yes to the above, I then need to draw a path around the terrain at runtime, can this be done?

    3) Assuming yes to the above can I also add trees etc at runtime?

    Look forward to your reply and a hopeful purchase.

    Thanks,

    Matt
     
  27. n8

    n8

    Joined:
    Mar 4, 2010
    Posts:
    147
    This tool has saved my life! I had built a scene with 9 terrains and it would run on my iPad2 but would (obviously) crash on older devices (namely iPad 1). I converted my terrains to t4m and now it runs flawlessly on the iPad 1!

    I have seen one bug so far
    When trying to convert a terrain, the converter throws an error:
    NullReferenceException: Object reference not set to an instance of an object
    T4MBE.ConvertUTerrain ()

    when this happens, the progress bar stays on the screen and never finishes. If I click another terrain and then convert that one, it works.

    Other than that, I think this is by far the most useful tool on the asset store. thanks for your hard work!!!!
     
  28. n8

    n8

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    Mar 4, 2010
    Posts:
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    I had one more question:
    Would you consider including this shader into your tool? It is a nice toon shader that adds an outline to the terrain. I know it isn't a super perfomant shader so your answer maybe no, but I thought I would ask.

    Code (csharp):
    1. Shader "Toon/Outline-Lighted-Terrain" {
    2. Properties {
    3.     _Control ("Control (RGBA)", 2D) = "red" {}
    4.     _Splat3 ("Layer 3 (A)", 2D) = "white" {}
    5.     _Splat2 ("Layer 2 (B)", 2D) = "white" {}
    6.     _Splat1 ("Layer 1 (G)", 2D) = "white" {}
    7.     _Splat0 ("Layer 0 (R)", 2D) = "white" {}
    8.     // used in fallback on old cards
    9.     _MainTex ("BaseMap (RGB)", 2D) = "white" {}
    10.     _OutlineColor ("Outline Color", Color) = (0,0,0,1)
    11.     _Outline ("Outline width", Range (.002, 0.03)) = .005
    12.     _Color ("Main Color", Color) = (1,1,1,1)
    13.     _ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { Texgen CubeNormal }
    14. }
    15.  
    16.     CGINCLUDE
    17.     #include "UnityCG.cginc"
    18.  
    19.     struct appdata {
    20.        float4 vertex : POSITION;
    21.        float3 normal : NORMAL;
    22.     };
    23.  
    24.     struct v2f {
    25.        float4 pos : POSITION;
    26.        float4 color : COLOR;
    27.     };
    28.  
    29.     uniform float _Outline;
    30.     uniform float4 _OutlineColor;
    31.  
    32.     v2f vert(appdata v) {
    33.        v2f o;
    34.        o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    35.  
    36.        float3 norm   = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
    37.        float2 offset = TransformViewToProjection(norm.xy);
    38.  
    39.        o.pos.xy += offset * o.pos.z * _Outline;
    40.        o.color = _OutlineColor;
    41.        return o;
    42.     }
    43.     ENDCG
    44.  
    45. SubShader {
    46.     Tags {
    47.        "SplatCount" = "4"
    48.        "Queue" = "Geometry-100"
    49.        "RenderType" = "Opaque"
    50.     }
    51.        Pass {
    52.          Name "OUTLINE"
    53.          Tags { "LightMode" = "Always" }
    54.          Cull Front
    55.          ZWrite On
    56.          ColorMask RGB
    57.          Blend SrcAlpha OneMinusSrcAlpha
    58.  
    59.          CGPROGRAM
    60.          #pragma vertex vert
    61.          #pragma fragment frag
    62.          half4 frag(v2f i) :COLOR { return i.color; }
    63.          ENDCG
    64.        }
    65. CGPROGRAM
    66. #pragma surface surf Lambert
    67. struct Input {
    68.     float2 uv_Control : TEXCOORD0;
    69.     float2 uv_Splat0 : TEXCOORD1;
    70.     float2 uv_Splat1 : TEXCOORD2;
    71.     float2 uv_Splat2 : TEXCOORD3;
    72.     float2 uv_Splat3 : TEXCOORD4;
    73. };
    74.  
    75. sampler2D _Control;
    76. sampler2D _Splat0,_Splat1,_Splat2,_Splat3;
    77.  
    78. void surf (Input IN, inout SurfaceOutput o) {
    79.     fixed4 splat_control = tex2D (_Control, IN.uv_Control);
    80.     fixed3 col;
    81.     col  = splat_control.r * tex2D (_Splat0, IN.uv_Splat0).rgb;
    82.     col += splat_control.g * tex2D (_Splat1, IN.uv_Splat1).rgb;
    83.     col += splat_control.b * tex2D (_Splat2, IN.uv_Splat2).rgb;
    84.     col += splat_control.a * tex2D (_Splat3, IN.uv_Splat3).rgb;
    85.     o.Albedo = col;
    86.     o.Alpha = 0.0;
    87. }
    88. ENDCG  
    89. }
    90.  
    91.        SubShader {
    92.        Tags { "RenderType"="Opaque" }
    93.        UsePass "Toon/Basic/BASE"
    94.        Pass {
    95.          Name "OUTLINE"
    96.          Tags { "LightMode" = "Always" }
    97.          Cull Front
    98.          ZWrite On
    99.          ColorMask RGB
    100.          Blend SrcAlpha OneMinusSrcAlpha
    101.  
    102.          CGPROGRAM
    103. // Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain a surface program or both vertex and fragment programs.
    104. #pragma exclude_renderers gles
    105.          #pragma vertex vert
    106.          #pragma exclude_renderers shaderonly
    107.          ENDCG
    108.          SetTexture [_MainTex] { combine primary }
    109.        }
    110.     }
    111.  
    112.  
    113. // Fallback to Diffuse
    114. Fallback "Diffuse"
    115. }
    it should be noted, that I did not write this shader. The credit goes to Fayte220 on his post here
     
    Last edited: Feb 21, 2012
  29. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    3,521
    you now that the 3.5 asset store tools are ready ? :)
     
  30. PizzaGuy213

    PizzaGuy213

    Joined:
    Nov 23, 2010
    Posts:
    305
    Its looking real nice Azter2k! I had two more questions::
    ; ;
    Do windzones work with T4M, but more important to my current proiject: when will T4M support more then 4 Textures while converting Unity terrain? Thanks :)
     
  31. SJAM

    SJAM

    Joined:
    Jan 11, 2009
    Posts:
    729
    Hi all,

    Sorry for delay, but I'm sick since this 2 last days (white night and more).
    I still am now, so sorry if I'm not too explicit.

    @Lars
    Changed : Now the Material tab, is in painter menu

    @angel_m
    No, if you keep the original terrain on the scene, yout package will include all UnityTerrain Librairy,this is not the purpose of T4M. But I had a button after conversion to keep both :).

    @Lars
    Yes now the value are : Min 0.1, Max 4

    yes, it's not list of trees on the scene, but the trees you want planting, so you can delete one tree in the list without delete the same trees on the scene

    @MSFX
    Only Paint/Planting work in runtime mode.

    You need make a script for that.

    Yes, you can.


    @n8
    Thank !
    For your issue give me the line of log by mail please.

    With the Black Edition, you can use all shaders for UnityTerrain, this shader work very well on it, to use it, in MyT4M menu, just go to CustomShader and choose it. This shader is a classic diffuse shader with outline, and don't work on mobile


    @Lars
    Good news ! I will can send the 2.1.6 version this weekend (I will add an update system directly in the menu)

    @ThomasQ
    ,
    Yes of course, you can/need to plant 'tree creator' trees for the wind effect. Billboard objects don't work with it...

    If you had painting your terrain before convert to the T4M, the convertor can keep first blend texture and 4 first splat textures too, no more for now.
    But if you want paint with the T4M, it can support 6 textures max for now in 1 drawcall (6 textures shader is compatible with unity webplayer and desktop only).

    Best Regards
    Azert2k

    EDIT : T4M Black Edition 2.1.6 was send to AssetStore
     
  32. MSFX

    MSFX

    Joined:
    Sep 3, 2009
    Posts:
    116
    i'm a little confused since you said via PM that I could adjust vertices at runtime but the above says only painting/details...?
     
  33. SJAM

    SJAM

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    Jan 11, 2009
    Posts:
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    The T4M don't affect vertices, nor in Playmode, nor in Idle mode. With it you can paint, you can make planting, but not deform the geometrie.
     
  34. MSFX

    MSFX

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    Sep 3, 2009
    Posts:
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    You said in your PM...

    You're now saying that I can't edit the topology at all...?
     
  35. SJAM

    SJAM

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    Jan 11, 2009
    Posts:
    729
    Yes, you can but with a script, not with the T4M. You can modify with procedural script or others, the T4M don't edit the elevation of vertices. I think we did not understand.
     
    Last edited: Feb 23, 2012
  36. MSFX

    MSFX

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    Sep 3, 2009
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    That's fine, I need to do it with a script =)

    (trying to raise and draw a path at runtime)
     
  37. SJAM

    SJAM

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    Posts:
    729
    The T4M is in review on AssetStore. So you can found it very soon
     
  38. MSFX

    MSFX

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    Sep 3, 2009
    Posts:
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    i've been playing with your demo which is great but how do you draw textures at runtime with code?
     
  39. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    3,521
    Cool, looking forward to the new version,

    I think that I prefer the icons and the way the interface was structured in the old version of terrain mapper.
    I don't think the drop down menu is good, as it takes longer to use than clicking on the icons as in the older version.
    Also the name is T4M black, nobody knows what this means at first glance. terrain mapper mobile was a good name I think.
     
  40. SJAM

    SJAM

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    Normaly, you have recieved this version by mail, don't you?

    For the icons you right, I will make an update for have little icons to replace drop down menu. Max (SJM Tech) say me the same thing...

    Finished, you can download the new version in the menu 'Speed_Update' of T4M:

     
    Last edited: Feb 25, 2012
  41. Lars-Steenhoff

    Lars-Steenhoff

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    I much prefer the old interface, see attached images, it more simple and more beautiful.

    Why not just use this setup what everyone knows and loves?


    Also selecting texture was easier , don't have to click twice, just click on the texture you want to change and boom it changed. now you have to select it first and then click to assign the right slot, seem double to me.

    Thanks
     

    Attached Files:

  42. SJAM

    SJAM

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    The Black Edition has a more intuitive interface than old version, I can't do what every customer wants either... (it must match to a whole of people).

    I made the change on Texture menu for integrate correctly the substance material (to avoid 2 tabs for the same thing).
     
    Last edited: Feb 25, 2012
  43. Lars-Steenhoff

    Lars-Steenhoff

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    Thanks, I agree you should not do what every customer wants, my feedback is not only my personal preference but I also try to give some insights from my usage, and of course about look and feel there are many differences in opinion, I think the goal of the interface design is to make it as usable and intuitive and consistend as possible on this we are thinking on the same level :)

    The change for the texture menu sounds perfect!
    About the icons, the old ones look more in line with the rest of the terrain tools and therefore I think they fit better with the whole of the unity interface, my goal here is consistency.
     
  44. SJAM

    SJAM

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    I know don't worry :)

    But the only differences are toolbar icons and Textures menu... plus, I rewrote all scripts of T4M for the Black Edition (more than 3500 lines just for menu), I can't go back now.

    As you had the T4MBE 2.1.6, you can get to this verison now, just go to the last section of menu (speed_update), and 'check update'

    And No so Much : to change the texture, after you add a texture in the list, it's the same thing ...

     
    Last edited: Feb 25, 2012
  45. Lars-Steenhoff

    Lars-Steenhoff

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    I would not think you have to rewrite all code just replace the small icons with the bigger icons?
    like in the photoshop mockup I made, what you think?

    and I think the update function does not need it's own tab you can put it in the settings tab.

     
  46. SJAM

    SJAM

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    if it's only for that, I know that it's not need to rewrite the menu XD... it's just that you ask me, again and again, to change a thing. (Change material tab in painter tab, replace drop down menu by a menu with icons, that you prefer the old texture menu ...). If I keep going like that, I will never finish...

    I do not think that focusing on small details like the size of the icons, looking the difference between old and new interface is very productive for now.
     
    Last edited: Feb 25, 2012
  47. Lars-Steenhoff

    Lars-Steenhoff

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    Yes it's only that ( the icons ), just trying to make your tool work and look great. I'm not saying these things just for the sake of changing things, or to keep you busy, I'm genuinely trying to help improve on what I think is one of the most important tools for mobile in unity.
     
  48. SJAM

    SJAM

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    Yes I know and thank for that, but I have managed the menu, to keep homogeneous, usable and mainly: a clean interface. Not for destabilize the familiar

    Me too, I would like that Maya become more clear, more intuitive, but it's isn't the case, however it is the 3D software most used for movies, games and others.

    Don't worry, I do not compare my little tool with this giant, it's just that the interface does not diminish its usefulness.

    For Icons, I will see that :)
     
    Last edited: Feb 25, 2012
  49. TouchSoft

    TouchSoft

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    I'd like to show off a terrain that has been converted with T4M .... it is only 2 draw calls and a little under 30k tris. Performance on the 3GS is great!
     

    Attached Files:

  50. SJAM

    SJAM

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    Wow ! beautiful terrain !

    Just question, why 2 drawcall ? 2 parts?
     
    Last edited: Feb 25, 2012