Unity Community


Page 1 of 41 12311 ... LastLast
Results 1 to 20 of 802

  1. Location
    Spain
    Posts
    962

    EasyRoads3D v1.0 for Unity - Plugin version Online

    Update:23-03-2011
    Version 2 is released. Check http://www.unityterraintools.com for various demo videos showing new features like, side objects, the new river tool and Custom Objects! Get your copy here, http://www.unityterraintools.com/store.php

    Update: 01-07-2010
    EasyRoads3D Version 1.7.1 for Unity is now available here: http://unityterraintools.com/downloads.php
    Demo Movie: http://www.unityterraintools.com/demovid.php

    ------------------------------------------------------------------------------------------

    Hi,

    I just put a Mac built on the server (Windows will follow!) for EasyRoads3D v1. No website, fancy screenshots yet but you can download standalone trials for Windows and the Mac here:

    http://www.andasoft.com/temp/demo.php

    Please read the manual it will help you getting started.

    EasyRoads3D v1 Feature list:

    - terrain height data export from Unity > import to EasyRoads3D
    - Assetbundle import
    - unlimited road markers with adjustable properties for full control over the road and surrounding surfaces.
    - Save/load project
    - export height data from EasyRoads3D > import in Unity
    - export high and low poly road geometry (it now includes correct uvmapping)
    - road splatmap texture export > apply to Unity terrain splatmap
    - Support for terrain lightmap on road geometry

    Please PM me or fill in the feedback form at the bottom of the webdemo (see link above) for purchase details if you are interested.

    Here are some screenshots of a scene I quickly put together today:

    Screenshot assetbundle import


    The scene in Unity, including the road geometry and splatmap texture



    Version 2 screenshots:

    [updated images 01-11-2011]













    Last edited by raoul; 02-01-2014 at 12:42 AM.


  2. Posts
    383
    This looks very interesting and I love the look of your screenshots. However when I use the web player I don't see the blue circles, I'm unable to create bends in the road and I'm having trouble creating anything usable.

    Is there any way you could prepare a video showing the process you used to create the roads in your screenshots? I'd love to watch a video demo and then try to replicate what you do.


    Cheers


    Jeff


  3. Location
    Zürich, Switzerland
    Posts
    26,572
    Looks like a very nice start for a road tool


    but it some more or less ugly problems in the webplayer:

    1. The street texture is inifinity scaled instead of repeat nicely as on the screen. Didn't see any way to control the scale

    2. The street floats above the ground. This can not be altered as the street height is hardcoded, any attempt to change it from 5 cm will drop it back

    3. changes to the start control point are only visually represented if another control point is beeing changed

    4. Adding a new control point enforces it to be in front of the last one in its current "road direction". A bit annoying when building snake like curves up a hill for example

    5. it seems like the terrain deform has no impact. I expected it to deform the terrain if I am below it even if just partially. This also would be of interest for anti-roads ie a possibility to dig river beds into terrains.

    6. The ui explodes when going fullscreen. Seems like this event isn't handled correctly. Otherwise it works fine on FF3 + Vista64


    Missing features:
    1. Add a new control point between two existing points


  4. Location
    Spain
    Posts
    962
    Thanks guys,

    JeffAU, the webplayer doesnt work well although you should be able to create the road. The issues are more related to navigation. Perhaps you should zoom in more to the ground to see the bluespheres? It really is just a matter of clicking on the terrain to layout the road. Afterwards you can change the properties of each marker indivually. At any time you can click "create terrain" to deform the terrain and see what it looks like. Right now I am preparing a Windows built which hopefully is ready today or tomorrow. Then I will prepare a standalone demo download. And I also planned to make videos but first the windows release and demo.

    Quote Originally Posted by dreamora
    1. The street texture is inifinity scaled instead of repeat nicely as on the screen. Didn't see any way to control the scale

    2. The street floats above the ground. This can not be altered as the street height is hardcoded, any attempt to change it from 5 cm will drop it back

    3. changes to the start control point are only visually represented if another control point is beeing changed

    4. Adding a new control point enforces it to be in front of the last one in its current "road direction". A bit annoying when building snake like curves up a hill for example

    5. it seems like the terrain deform has no impact. I expected it to deform the terrain if I am below it even if just partially. This also would be of interest for anti-roads ie a possibility to dig river beds into terrains.

    6. The ui explodes when going fullscreen. Seems like this event isn't handled correctly. Otherwise it works fine on FF3 + Vista64

    Missing features:
    1. Add a new control point between two existing points

    1. correct uv´s were added later, the webplayer has not been updated yet.

    2. You can change the street height. And apart from that it only acts as a reference. You can adjust the height exactly to how you like it when you imported the road in your unity project.

    3.Not sure what you mean, you should be able to change the properties of the start point. At least you can with the standalones!

    4. The maximum allowed angle depends on the road width and is implemented to avoid overlapping faces when bends are too curvy. I could change this by having the target sphere turn red as an alert but not stopping you from adding a new marker at that point. And you can always change marker positions to any place you want afterwards.

    5. It does deform the terrain. In what way didn´t it work for you? Yes, you can use it for other things like rivers too. I actually had already made a script that did specific terrain deformation. This tool is derived from that.

    6. Yes, like mentioned in the instructions on the webplayer page, the gui is not working well in fullscreen. This is a temporary webplayer demo. I rather not spend too much time on making it perfect as the tool will be standalones.

    Inserting and removing control points will be available in the full release (as mentioned in my post above).

    Raoul


  5. Location
    Zürich, Switzerland
    Posts
    26,572
    3. very strange. Didn't work yesterday, was forced to edit another controlpoint to have the street updated.
    Now it works just fine ...

    5. You are right.
    Didn't work when I tried it yesterday. Strange. No idea what went wrong ...


  6. Location
    Indianapolis, USA
    Posts
    1,115
    Maybe an actual downloadable would be better? The webplayer just isn't working for me.
    http://www.AppHands.com
    Available for contract iOS development (Objective-C and/or Unity3D)

    "Our life is frittered away by detail... simplify, simplify."
    -Henry David Thoreau


  7. Location
    China
    Posts
    1,009
    Great!!

    I would like to activate PayPal as soon as possible
    My Blog:Http://Www.1Vr.Cn
    Unity Tencent QQ Group:2453819,34643309,7838310,7838228
    Unity Forum: http://www.iu3d.com
    Development Environment:Unity Pro & iPhone Adv & MacBook Pro & iPhone & iPod & iPad & Zpad.


  8. Location
    Florida, USA
    Posts
    19
    I would pay $20 for this. I assume it will work with the indie version of Unity?

    Mike


  9. Location
    china
    Posts
    26
    Bump...



    “Windows will follow!) ”


  10. Posts
    492
    Woah, what happened to my post? Oh well...


    I agree, the webplayer lacks functionality, but this is something we need, and should have with the terrain engine.


  11. Location
    Spain
    Posts
    962
    As people seem to have more problems with the webdemo then I thought (there was not much feedback on this in the other thread, http://forum.unity3d.com/viewtopic.php?t=20576, about this project) I decided to work on the standalone demo´s.

    The screenshot above uses the road splatmap on the terrain splatmap. In the current version the road splamap is exported and can be pasted in the terrain splatmap using your paint program all manually. The demo will not have export options and I belief this splatmap functionality should be visually present in the demo. So in the weekend I put all of this inside EasyRoads3D. The splatmap exports from EasyRoads3D now includes 2 textures:

    1. the road with a transparent background, for those who want full control and edit it in a paint program.

    2. the terrain splatmap with road from easyRoads3D in it ready for import in Unity.

    All of this means a short delay for the Windows version. But all is ready and in testing now, so it won´t be long before the Windows release and Mac Update.


  12. Location
    Zürich, Switzerland
    Posts
    26,572
    Very good news and great progress you are making there

    Go Go gadgeto-river-dig-and-road-paint ^^


  13. Location
    Spain
    Posts
    962
    I just uploaded standalone demos for both the Mac and Windows.

    http://www.andasoft.com/easyroads3d/..._Mac_Intel.zip
    http://www.andasoft.com/easyroads3d/...mo_Windows.zip

    The Assetbundle and Import folders both have 1 demo scene in it. You can test the Unity to EasyRoads3D pipeline yourself too. Please read the manual, it is not too big and it covers important information on how to export terrains from Unity using the terrain export script or assetbundles.

    The Version History file has some info about updates and known issues.

    I will do the final full testing tomorrow morning and then, if the demos work well for you too, I will release the Windows version and Mac update.

    Hope it works better then the webdemo!


  14. Location
    Christchurch, New Zealand
    Posts
    345
    Woohooo looking forward to the win ver

    thks

    Hans


  15. Location
    The Wasteland
    Posts
    543
    Vast improvement over the other one. Much easier to use, I had no problem placing roads.

    1. How do you "close" a road? Like a race track.

    2. Can the road be changed to a dirt road, two track or path?

    Will be watching for the Windows release.


  16. Location
    Spain
    Posts
    962
    Quote Originally Posted by RoyS
    1. How do you "close" a road? Like a race track.

    2. Can the road be changed to a dirt road, two track or path?
    1. Closing a road is not possible right now. It will be added to the next release. In the mean time, if you want to finish a project quickly, you can just place the last 2 road markers at exactly the same position as the first 2 and weld the overlapping vertices of the road geometry in your modelling app.

    2. EasyRoads3D only exports the terrain data and the road geometry. You have full control over the textures in the Unity Editor. Inside EasyRoads3D you cannot change the road texture at this moment.


  17. Location
    Spain
    Posts
    962
    Version 1.1 of EasyRoads3D is now available for Windows.

    Trials:

    http://www.andasoft.com/easyroads3d/..._Mac_Intel.zip
    http://www.andasoft.com/easyroads3d/...mo_Windows.zip

    Download the trial for purchase details or send me a PM.

    Sorry for the delay but had to fix some further Windows issues yesterday.


  18. Location
    32.71° N, 117.15° W
    Posts
    5,419
    Awesome tool. I was having fun with the Mac demo, then when I started playing with the "Splatmap Properties" settings I ran into a glitch (see attachment). Dooh! Incidentally, you have a typo in the labels, it should be "Opacity".
    Attached Images  


  19. Location
    Spain
    Posts
    962
    Thanks for letting me know about the typo!

    About the splatmap issue, did you have this issue with one of the demo scenes or with one of your own scenes? If it is your own scene, are you using an assetbundle or terrain import? Also does the original terrain in Unity use 1 or 2 splatmaps? If no, could you send the terrain you are trying to import to the email in the purchase window?

    Edit:
    Hmm, just had a closer look at the screenshot. It could be one of the demo scenes (the import file), but the texture contents seemed strange. I now see parts of the Gui in it which makes me think it didnt use the 2nd cam for the rendertexture but somehow the main cam But then, it looks like the road was captured correctly as the road texture is clearly visible on the path. Does this always happen when you use the splatmap features?


  20. Location
    32.71° N, 117.15° W
    Posts
    5,419
    I imported the included terrain map, created a fairly simple road, looked at it, then started to play with the splatmap properties settings and then it did what you see in the screen capture.

Page 1 of 41 12311 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •