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Is it possible to replace the trees that I have painted with another kind of trees?
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.
T4M Sources Edition
Mobile Starter Pack #1 : FPS
My little game that I made for the contest : GreenZone
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.
"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 ??![]()
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 by Lars Steenhoff; 02-21-2012 at 03:34 AM.
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
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!!!!
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:
Properties { _Control ("Control (RGBA)", 2D) = "red" {} _Splat3 ("Layer 3 (A)", 2D) = "white" {} _Splat2 ("Layer 2 (B)", 2D) = "white" {} _Splat1 ("Layer 1 (G)", 2D) = "white" {} _Splat0 ("Layer 0 (R)", 2D) = "white" {} // used in fallback on old cards _MainTex ("BaseMap (RGB)", 2D) = "white" {} _ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { Texgen CubeNormal } } CGINCLUDE #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : POSITION; float4 color : COLOR; }; uniform float _Outline; uniform float4 _OutlineColor; v2f vert(appdata v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); float2 offset = TransformViewToProjection(norm.xy); o.pos.xy += offset * o.pos.z * _Outline; o.color = _OutlineColor; return o; } ENDCG SubShader { Tags { "SplatCount" = "4" "Queue" = "Geometry-100" "RenderType" = "Opaque" } Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Front ZWrite On ColorMask RGB Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag half4 frag(v2f i) :COLOR { return i.color; } ENDCG } CGPROGRAM #pragma surface surf Lambert float2 uv_Control : TEXCOORD0; float2 uv_Splat0 : TEXCOORD1; float2 uv_Splat1 : TEXCOORD2; float2 uv_Splat2 : TEXCOORD3; float2 uv_Splat3 : TEXCOORD4; }; sampler2D _Control; sampler2D _Splat0,_Splat1,_Splat2,_Splat3; fixed4 splat_control = tex2D (_Control, IN.uv_Control); fixed3 col; col = splat_control.r * tex2D (_Splat0, IN.uv_Splat0).rgb; col += splat_control.g * tex2D (_Splat1, IN.uv_Splat1).rgb; col += splat_control.b * tex2D (_Splat2, IN.uv_Splat2).rgb; col += splat_control.a * tex2D (_Splat3, IN.uv_Splat3).rgb; o.Albedo = col; o.Alpha = 0.0; } ENDCG } SubShader { Tags { "RenderType"="Opaque" } UsePass "Toon/Basic/BASE" Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Front ZWrite On ColorMask RGB Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM // Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain a surface program or both vertex and fragment programs. #pragma exclude_renderers gles #pragma vertex vert #pragma exclude_renderers shaderonly ENDCG } } // Fallback to Diffuse Fallback "Diffuse" }
it should be noted, that I did not write this shader. The credit goes to Fayte220 on his post here
Last edited by n8; 02-21-2012 at 11:18 AM.
you now that the 3.5 asset store tools are ready ?![]()
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![]()
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 menuone 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.
@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 bothIs it a joke ??.
@Lars
Yes now the value are : Min 0.1, Max 4Could you please increase the maximum local tree size from 2 to something higher ? Thanks
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 sceneWhen I placed a group of trees and then close unity and open again, I don't see them in the t4m plant section.
@MSFX
Only Paint/Planting work in runtime mode.1) I need to dynamically create the topology / heightmap of my terrain at runtime, can this be done with your tool?
You need make a script for that.2) Assuming Yes to the above, I then need to draw a path around the terrain at runtime, can this be done?
Yes, you can.3) Assuming yes to the above can I also add trees etc at runtime?
@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 mobileWould 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.
@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
,Do windzones work with T4M
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 more important to my current proiject: when will T4M support more then 4 Textures while converting Unity terrain? Thanks
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
T4M Sources Edition
Mobile Starter Pack #1 : FPS
My little game that I made for the contest : GreenZone
i'm a little confused since you said via PM that I could adjust vertices at runtime but the above says only painting/details...?
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.
T4M Sources Edition
Mobile Starter Pack #1 : FPS
My little game that I made for the contest : GreenZone
You said in your PM...
You're now saying that I can't edit the topology at all...?The T4M object is in vertices, so if you want modify the terain by script you can, but you need to modify vertices
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 by Azert2k; 02-23-2012 at 12:44 PM.
T4M Sources Edition
Mobile Starter Pack #1 : FPS
My little game that I made for the contest : GreenZone
The T4M is in review on AssetStore. So you can found it very soon
T4M Sources Edition
Mobile Starter Pack #1 : FPS
My little game that I made for the contest : GreenZone
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.
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 by Azert2k; 02-25-2012 at 04:20 AM.
T4M Sources Edition
Mobile Starter Pack #1 : FPS
My little game that I made for the contest : GreenZone