Tom's Terrain Tools - New Release (Version 2)

Discussion in 'Showcase' started by .Tom., Dec 12, 2010.

  1. Flapman

    Flapman

    New Member

    Joined:
    Aug 15, 2010
    Messages:
    58
    Tom!!!

    Special request. :)

    Do you think it is possible for an upcoming release, to modify your tool so it can use a normal map and spec map layer for each terrain texture in the terrain generation?

    Just asking. :D

    A
     
  2. PrimeDerektive

    PrimeDerektive

    Member

    Joined:
    Dec 13, 2009
    Messages:
    2,965
    Use sixtimesnothing's bump mapping for built-in terrain. Not sure about the specularity though.
     
  3. Flapman

    Flapman

    New Member

    Joined:
    Aug 15, 2010
    Messages:
    58
    Thanks Legend. I saw that. How would that work with the Splat mapping of the terrain using Tom's tool? How does the bump map script know to use the right textures?

    A
     
  4. PrimeDerektive

    PrimeDerektive

    Member

    Joined:
    Dec 13, 2009
    Messages:
    2,965
    The same way Tom's tools use it... they both use the first 4 textures you have loaded onto your terrain object's palette, sixtimesnothing's script has public variables for the bump maps that correspond to those textures in order.
     
  5. Flapman

    Flapman

    New Member

    Joined:
    Aug 15, 2010
    Messages:
    58
    Yeh, I gotcha. Problem is, I have 12 individual terrain textures. :D

    A
     
  6. .Tom.

    .Tom.

    Member

    Joined:
    Nov 30, 2007
    Messages:
    926
    Bump and specular maps for terrains go beyond what the tools do. You need at the very least to replace the terrain shaders. There are several approaches on the forum on how to do that, but none has emerged as a stable, standard way so far. If one does, and it requires changes to the tools to use it, I will make them.

    To use the sixtimesnothing scripts, it should work to use the diffuse maps with my tools and then drag the bump maps into the corresponding slots in his script. I've not tried it, though.
     
  7. Metron

    Metron

    Member

    Joined:
    Aug 24, 2009
    Messages:
    715
    Hi,

    on Tom's website it is stated that the V2.2 has been released in April. I just purchased and downloaded the tools from the asset store and the version number is 2.1... does anyone else have this issue?

    Thanks...
     
  8. .Tom.

    .Tom.

    Member

    Joined:
    Nov 30, 2007
    Messages:
    926
    Metron, that's a simple label problem. If you look into the source code (the TerrainTools.cs script) it should say 2.2 in the comment section on top. I forgot to update the label in the inspector GUI, that's all. Sorry.
     
  9. Scryer

    Scryer

    New Member

    Joined:
    Jun 2, 2010
    Messages:
    69
    With all due respect, what can you tell me about your toolkit that is different from Sandor Moldan's Toolkit that Unity gives away free? I understand that supporting programmers like yourself is the proper way, but (and excuse my ignorance because I haven't tried yours) IF yours is better, how so? That's the only way I'd see myself paying for this.
     
  10. .Tom.

    .Tom.

    Member

    Joined:
    Nov 30, 2007
    Messages:
    926
    The Terrain Toolkit is an entirely different beast. It generates fractal terrains inside Unity and textures them. My tools don't do that at all. What they do is allowing you to import the results of external tools, or maps you've painted in Photoshop, etc. into Unity.

    There are two differences:

    One, Terrain Toolkit only handles the landscape, while TTT also handles trees and grass and also has scripts to add roads or rivers or other features, craters and some other nice add-ons.

    Two, while the Terrain Toolkit is a great thing, it pales compared to dedicated 3rd party tools. Terrain Toolkit can't compete with Terragen or World Machine, L3DT, GeoControl, etc. - these tools create photorealistic landscapes. Compare the Terrain Toolkit screenshots with the images posted at http://www.planetside.co.uk/gallery/f/tg2/

    While Unity's graphics won't compete with a dedicated renderer (and those renderings take hours, these aren't realtime engines), using TTT you can import the heightmaps, forest distributions, grass coverage, etc. into your games. And those can be of almost arbitrary complexity. For examples, in my example terrains trees don't grow on steep slopes or above a certain height.


    So if you need a quick terrain for prototyping and don't care about details, or the terrain is not really that important (e.g. a flight combat game), the Terrain Toolkit is probably your better option. If you need detailled, complex terrains with forest and grass that you can control at any detail level you want, using a 3rd party dedicated landscape generator and TTT to import that into Unity is what you'll need.
     
  11. Avonaeon

    Avonaeon

    New Member

    Joined:
    Apr 17, 2012
    Messages:
    4
    I just recently bought TTT, but it seems the manual is down. Is there anywhere I can view an offline version, perhaps?
    Cheers,
    ~Avonaeon
     
  12. DisTrash

    DisTrash

    New Member

    Joined:
    Feb 2, 2009
    Messages:
    166
    Where get updates ? please.


    Thanks a lot !!


    Best Regards.
     
  13. .Tom.

    .Tom.

    Member

    Joined:
    Nov 30, 2007
    Messages:
    926
    Sorry for the manual, the server is experiencing some issues right now. I hope to have it online again shortly. Alternatively, send me a mail at tom@lemuria.org so I have your e-mail address where I can send an offline version.

    @DisTrash:
    The version on the Asset Store is the latest. What exactly are you looking for?
     
  14. Avonaeon

    Avonaeon

    New Member

    Joined:
    Apr 17, 2012
    Messages:
    4
    Besides using two splatmaps to perhaps divide a terrain into "sections", like going from something green to something snowy, are there any uses I'm perhaps missing or not considering? Cheers for getting the documentation back up, as well :)
     
  15. .Tom.

    .Tom.

    Member

    Joined:
    Nov 30, 2007
    Messages:
    926
    Not exactly sure what the question is. The purpose is that you can generate realistic terrain with actual calculated erosion, etc. etc. in one of the many tools dedicated to realistic terrain generation and then import it into Unity. The resulting terrains are much, much better than anything you could paint by hand.
     
  16. Avonaeon

    Avonaeon

    New Member

    Joined:
    Apr 17, 2012
    Messages:
    4
    I'm already using world machine to create a splatmap for the terrain and to create tree/bush maps, grass maps and so on, and then exporting different alpha maps for use as overlays (Erosion, Beach, etc.). Perhaps it's a more straightforward method in some of the other tools, but I was just wondering about what practical examples other's might have for using the second splatmap.
     
  17. Roughrider

    Roughrider

    New Member

    Joined:
    Jul 17, 2011
    Messages:
    20
    Tom - regarding the random placement script, do you think there is any way we can get this script to have a size range as well so we can place randomly sized rocks and boulders? Kinda like a max/min slider and probability chance?

    I'd also LOVE to have another pass with the grass/bush-detail map with six more grass/bush-detail objects as well using another map <---- this would be F'ing SWEET! <-- That is a professional term btw.

    (load in six more grass/bushes/rocks/whatever in the detail layer and have another go with a new grass/detail map)
     
  18. .Tom.

    .Tom.

    Member

    Joined:
    Nov 30, 2007
    Messages:
    926
    Both of these would be fairly simple customizations. Unfortunately, I can't commit to them right now, because I'm in the founding phase of a new company. But it should be straighforward to change the scripts accordingly. If you've bought the tools, you are free to modify them as you need.
     
  19. RoyS

    RoyS

    Member

    Joined:
    Jan 12, 2009
    Messages:
    552
    Is this compatible with Unity 4?
     
  20. .Tom.

    .Tom.

    Member

    Joined:
    Nov 30, 2007
    Messages:
    926
    I haven't yet upgraded to Unity 4 so I can not say for certain. Some feedback indicates that the tools themselves work, but one of the extra-scripts throws an error. If someone has tested for sure, it would be nice to get a definite answer.
     
  21. mk1978

    mk1978

    Member

    Joined:
    Dec 27, 2009
    Messages:
    164
    I am using Unity 4 and it seems that TTT works ok.

    Tom, do you have have plans to develop TTT any further?
     
  22. .Tom.

    .Tom.

    Member

    Joined:
    Nov 30, 2007
    Messages:
    926
    I've not been doing Unity development for a while. TTT came into existence because I needed it for one of my own projects, so right now I don't have much of an incentive.

    However, depending on funding, a new project of mine might renew my interest in this area. So if you want to post a list of improvements you'd love to see, feel free - but no guarantees.
     
  23. RoyS

    RoyS

    Member

    Joined:
    Jan 12, 2009
    Messages:
    552
    If you upgrade it, I'll purchase it. I have the older version as I didn't know version 2 was out.
     
  24. Neptune_Imaging

    Neptune_Imaging

    Member

    Joined:
    Jan 5, 2010
    Messages:
    2,731
    Is there a way to get this working with Vue yet?
     
  25. mk1978

    mk1978

    Member

    Joined:
    Dec 27, 2009
    Messages:
    164
    Here are some development ideas.

    Some kind of Progress bar would be nice to have. I have been using Overlay function with rise/lower terrain. This takes quite some time and I always thought that it didn't work at all. One time I forgot my computer running and I noticed that it actually works but it just takes quite some time.

    Some kind of offset would be also nice to have in Overlay function. It would be good to be able to make for example 1m deep river or pond with 20m radius, but also define that the actual water/bottom texture starts with 0.5m offset. Also, it would be nice to be able to change how steep the riverbank is (maybe this could be done with offset), or even use second texture for this offset part of the geometry.
     
  26. .Tom.

    .Tom.

    Member

    Joined:
    Nov 30, 2007
    Messages:
    926
    Uh... it does show a progress bar on all operations.

    I personally do not recommend the overlay function for terrain changes, as it is horribly slow. Overlaying the heightmap in photoshop is usually much better, though it gives you a bit less control.
     
  27. bbedwell

    bbedwell

    Member

    Joined:
    Nov 5, 2012
    Messages:
    37
    Tom, in Unity 3.5, does your tool work with multiple terrains (tiled)?

    We've generated tiled terrains along with tiled splatmaps in World Machine.

    We tried the ATS Colormap tool and it doesn't like multiple terrains in Unity 3.5.

    Just want to make sure this is possible before we purchase it.
     
  28. .Tom.

    .Tom.

    Member

    Joined:
    Nov 30, 2007
    Messages:
    926
    TTT does have an input/object field for the terrain object to work with and uses that, specifically so multiple terrains are possible. I've not tested it in 3.5 explicitly, because that function was added earlier, but since there were no major changes I don't see why it wouldn't work. What I have not yet tested for compatability is 4.0 because I've not yet upgraded. I have reports everything works, though.
     
  29. Undermountain

    Undermountain

    New Member

    Joined:
    Jul 24, 2012
    Messages:
    3
    Hi Tom,

    I've upgraded from Unity3.x to 4.0.0f7 (free) and everything was working fine until a few days ago when suddenly, whenever I take a terrain, assign four textures, and use your tools to apply a splat map, I now get weird black lines in the blending region between texture 1 and 4. Here is a screenshot of it:

    $weird_lines.jpg

    This happens even in a new project. Any ideas?

    Cheers,

    - Jim
     
    Last edited: Feb 11, 2013
  30. gotstyle

    gotstyle

    New Member

    Joined:
    May 6, 2009
    Messages:
    63
    I have the same issue. It appears only with the Bumped Specular Terrain Shader
     
  31. Undermountain

    Undermountain

    New Member

    Joined:
    Jul 24, 2012
    Messages:
    3
    Bingo! Yep, I had the material for the terrain set to none. Setting it to anything else removed the black outlining seen above. I created a new material, set the shader to Nature > Terrain > Diffuse and it looks pretty good. Setting it to Nature > Terrain > Bumpped Specular looks awesome, but then it is really shiny atm, so I guess I'll have to play with the alpha in my splat to fix that.

    Thanks style!
     
  32. .Tom.

    .Tom.

    Member

    Joined:
    Nov 30, 2007
    Messages:
    926
    I don't have Unity 4 yet, so I couldn't test out what the new terrain shaders do, but it makes sense that they mess it up.
     
  33. .Tom.

    .Tom.

    Member

    Joined:
    Nov 30, 2007
    Messages:
    926
    It's been a long time with this tool, but since there is still nothing better or even similar in the App Store, I've decided to team up with Mika and keep them updated and ready for the future. My life is taken me away from Unity for a time, but Mika will update and improve the tools from now on, and he has a couple new features planned as well.

    For starters, we've made a bugfix release which is uploading to the App Store as I type this.
     
  34. mgear

    mgear

    Member

    Joined:
    Aug 3, 2010
    Messages:
    1,559
    Hi,

    <- and thats me :)

    So from now on, can send bug reports, feature requests etc. to me in these threads.

    Also soon i'll make own page for the terrain tools, with list of planned updates/ideas (and bugs),
    but anyone is free to post any suggestions too.

    The new version which is submitted to store is updated for unity 4.2,
    while the previous one was for 3.3.
    Next update after this might go for 4.3 and stay on that version for a while then.


    asset store page (update should be live soon once its accepted there)
    https://www.assetstore.unity3d.com/en/#!/content/527
     
  35. mgear

    mgear

    Member

    Joined:
    Aug 3, 2010
    Messages:
    1,559