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  1. Location
    Amsterdam
    Posts
    872
    Is it possible to replace the trees that I have painted with another kind of trees?


  2. Location
    France
    Posts
    647
    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.
    Pairs Mania

    T4M Sources Edition
    Mobile Starter Pack #1 : FPS


    My little game that I made for the contest : GreenZone


  3. Location
    Amsterdam
    Posts
    872
    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.


  4. Location
    Spain
    Posts
    837
    "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 ??


  5. Location
    Amsterdam
    Posts
    872
    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.


  6. Location
    Herefordshire, United Kingdom
    Posts
    40
    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

  7. n8 n8 is offline

    Location
    Dallas, Tx
    Posts
    131

    Amazing Tool

    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!!!!

  8. n8 n8 is offline

    Location
    Dallas, Tx
    Posts
    131
    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:  
    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 by n8; 02-21-2012 at 11:18 AM.


  9. Location
    Amsterdam
    Posts
    872
    you now that the 3.5 asset store tools are ready ?


  10. Posts
    285
    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


  11. Location
    France
    Posts
    647
    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
    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.
    Changed : Now the Material tab, is in painter menu

    @angel_m
    Is it a joke ??
    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
    Could you please increase the maximum local tree size from 2 to something higher ? Thanks
    Yes now the value are : Min 0.1, Max 4

    When I placed a group of trees and then close unity and open again, I don't see them in the t4m plant section.
    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
    1) I need to dynamically create the topology / heightmap of my terrain at runtime, can this be done with your tool?
    Only Paint/Planting work in runtime mode.

    2) Assuming Yes to the above, I then need to draw a path around the terrain at runtime, can this be done?
    You need make a script for that.

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


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

    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.
    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
    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...

    but more important to my current proiject: when will T4M support more then 4 Textures while converting Unity terrain? Thanks
    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
    Pairs Mania

    T4M Sources Edition
    Mobile Starter Pack #1 : FPS


    My little game that I made for the contest : GreenZone


  12. Location
    Herefordshire, United Kingdom
    Posts
    40
    i'm a little confused since you said via PM that I could adjust vertices at runtime but the above says only painting/details...?


  13. Location
    France
    Posts
    647
    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.
    Pairs Mania

    T4M Sources Edition
    Mobile Starter Pack #1 : FPS


    My little game that I made for the contest : GreenZone


  14. Location
    Herefordshire, United Kingdom
    Posts
    40
    You said in your PM...

    The T4M object is in vertices, so if you want modify the terain by script you can, but you need to modify vertices
    You're now saying that I can't edit the topology at all...?


  15. Location
    France
    Posts
    647
    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.
    Pairs Mania

    T4M Sources Edition
    Mobile Starter Pack #1 : FPS


    My little game that I made for the contest : GreenZone


  16. Location
    Herefordshire, United Kingdom
    Posts
    40
    Quote Originally Posted by Azert2k View Post
    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.
    That's fine, I need to do it with a script =)

    (trying to raise and draw a path at runtime)


  17. Location
    France
    Posts
    647
    The T4M is in review on AssetStore. So you can found it very soon
    Pairs Mania

    T4M Sources Edition
    Mobile Starter Pack #1 : FPS


    My little game that I made for the contest : GreenZone


  18. Location
    Herefordshire, United Kingdom
    Posts
    40
    Quote Originally Posted by MSFX View Post
    That's fine, I need to do it with a script =)

    (trying to raise and draw a path at runtime)
    i've been playing with your demo which is great but how do you draw textures at runtime with code?


  19. Location
    Amsterdam
    Posts
    872
    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.


  20. Location
    France
    Posts
    647
    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.
    Pairs Mania

    T4M Sources Edition
    Mobile Starter Pack #1 : FPS


    My little game that I made for the contest : GreenZone

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