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Sync1B

Joined: 13 Sep 2005 Posts: 558 Location: Oregon, USA
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Posted: Mon May 01, 2006 4:47 am Post subject: |
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Oh well never mind.
Bill |
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joacoerazo

Joined: 05 Apr 2006 Posts: 214
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Posted: Mon May 01, 2006 4:53 am Post subject: |
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Hi,
In order to see/write on the other partition you have to format it on fat32, if you have ntfs, you obtain read permision only.
But I read that the boot camp is for time limited, do you know when that ends?
Or, if I missunderstood, Can I use it forever?
Thank you in advance |
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Lallander

Joined: 23 Apr 2006 Posts: 429
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Posted: Mon May 01, 2006 5:11 am Post subject: |
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All I know is that BootCamp is still in Beta. That might be true about the different formating hrmm. Anywho I wouldn't touch BootCamp at all till they get some of the bugs worked out, not that I care about running it at all.
Last edited by Lallander on Mon May 01, 2006 4:20 pm; edited 1 time in total |
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Marble

Joined: 29 Aug 2005 Posts: 722 Location: Norwich, Norfolk
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Posted: Mon May 01, 2006 8:04 am Post subject: |
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| And some of us still work on PPC Macs/won't buy Windows at gunpoint, so it would be nice if the discussion left at least something for the lowest common denominator. |
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BigPowerfulMedia

Joined: 26 Oct 2006 Posts: 20 Location: Houston, TX
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Posted: Sat Feb 17, 2007 8:18 am Post subject: |
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| Quote: | IslandDreamer
Many game engines (like Ogre, 3D Gamestudio, Beyond Virtual) read heightmaps to generate terrains.
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*beats a dead thread into the ground*
Am I to understand that Unity doesn't support Heightmaps? I could swear I heard someone reliable (Nicholas) mention that heightmaps were treated like bumpmaps. I still have yet to see that work, (or any heightmap-like function work) in Unity. I have seen that an import setting can turn a greyscale heightmap into a normal map, but that's about it. ...have never seen that turn into a 3d surface of any kind...
Could someone settle this? I'm sure some of us would rather spend 10 minutes in L3DT than spend 10 hours in 3DSMax just to create tests or random land...
Heightmaps? Anyone? Have I lost my mind? _________________ "Build a man a fire, and he'll be warm for a night... Light a man on fire, and he'll be warm for the rest of his life." |
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AaronC

Joined: 06 Mar 2006 Posts: 2487 Location: Capitol City New Zealand
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Posted: Sat Feb 17, 2007 8:49 am Post subject: |
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Procedual Examples folder...
AC _________________ LMAO (LightMapAmbientOcclusion) |
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Eric5h5
Joined: 19 Jul 2006 Posts: 8109
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Posted: Sat Feb 17, 2007 8:49 am Post subject: |
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That's a matter of reading the heightmap and generating the 3D object using the mesh programming interface. One of the procedural examples (from this page) even has code that does exactly that, so all you have to do is use or adapt that code.
Edit: Ooh, posting at the same time is fun!
--Eric |
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BigPowerfulMedia

Joined: 26 Oct 2006 Posts: 20 Location: Houston, TX
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Posted: Sat Feb 17, 2007 8:33 pm Post subject: |
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DORR!!!!
Thanks guys! _________________ "Build a man a fire, and he'll be warm for a night... Light a man on fire, and he'll be warm for the rest of his life." |
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hsparra
Joined: 12 Jul 2005 Posts: 745 Location: Orlando, FL
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BigPowerfulMedia

Joined: 26 Oct 2006 Posts: 20 Location: Houston, TX
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Posted: Mon Feb 19, 2007 7:11 am Post subject: |
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Alright... Obviously Heightmaps are possible in Unity, and are probably easy to do for every other normal human being, but after two days of trying everything I can, I still cannot seem to make a heightmapped mesh from a greyscale heightmap.
Here's what I'm doing.. I open a new project, import the generate heightmap script from the procedurals folder found online, and attempt to apply it to anything, just to try to duplicate what happens in the generateheightmaps.unity project. I've tried applying it to an "empty", to a plane, to a cube to other meshes... I looked at the script to see what I could be missing, but I just can't seem to figure it out. So what's the secret? Does anyone know how to use this script, or just how to make a heightmapped mesh? _________________ "Build a man a fire, and he'll be warm for a night... Light a man on fire, and he'll be warm for the rest of his life." |
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Eric5h5
Joined: 19 Jul 2006 Posts: 8109
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Posted: Mon Feb 19, 2007 8:29 am Post subject: |
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Yep, you apply the script to an empty, and it generates the mesh from a heightmap wherever the empty happens to be located. You have to drag a heightmap onto the "Height Map" slot on the script, and give it a material. You can also change the size by changing the appropriate variables. Are you getting any error messages?
--Eric |
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AaronC

Joined: 06 Mar 2006 Posts: 2487 Location: Capitol City New Zealand
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Posted: Mon Feb 19, 2007 10:14 pm Post subject: |
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Any luck?
Now what about this...I have heard that big titles/studios use procedural terrains for their games, probably because of performance. Is this true? has anyone reading this been part of a commercial title that has done so? If so, my question is this: How do you position other objects in 3d space when you dont have a reference for its transform .position? Id like to use this heightmap method, and find out how to make it generate procedurally, endlessly, but if you cant see it, its hard to work with, unless things just drop randomly into the level...
Thanks for feedback
AC _________________ LMAO (LightMapAmbientOcclusion) |
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nicholas Unity CCO

Joined: 08 Apr 2005 Posts: 1500 Location: OverTheEdge HQ, Copenhagen
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Posted: Mon Feb 19, 2007 10:36 pm Post subject: |
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Most high-end games don't procedurally generate their worlds. They have artists for that (and lots of them)
They might use procedurals for smaller details (where are there bushes in this forest), but they don't wanna lose the ability to level-design. _________________ Mathematicians that only do calculations that we already know about and are comfortable with? They're called accountants, and they have no friends. |
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Eric5h5
Joined: 19 Jul 2006 Posts: 8109
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Posted: Tue Feb 20, 2007 1:13 am Post subject: |
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| Targos wrote: | | How do you position other objects in 3d space when you dont have a reference for its transform .position? |
Raycasting...see where the ray intersects the mesh and put your object there.
--Eric |
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BigPowerfulMedia

Joined: 26 Oct 2006 Posts: 20 Location: Houston, TX
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Posted: Tue Feb 20, 2007 1:45 am Post subject: |
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| Eric5h5 wrote: | ... Are you getting any error messages?
--Eric |
Yes. I am getting error messages when I try to apply the script to an empty. I am glad to hear you confirm that workflow; I thought that was how it went! What happens is an error message pops up telling me that I cannot apply the script to the empty because "you need to fix all compile errors in all scripts first". This is happening in a new project with only a point light and basic camera added. hmmm...
On another new project, the script would not apply to the empty. I renamed the object from "game object" to "empty" it allowed me to apply it. YAY! Now to get a mesh collider to work! Harumph!
Maybe I should stick with trying to build the mesh in a 3D app...
Nicholas, you and your darned work ethics! I believe you when you say the way others do it is with artists, and I believe that's ultimately the best way to do it for those that have that ability. The cool thing is in some world builder apps that only generate heightmaps and textures, you can still have a pretty fine detail of control of how the maps end up being laid out. My ultimate goal in all this mayhem is to figure out how to actually use what those cats offer (Freeworld, L3DT, DeleD, etc...). If their programs are actually useful in Unity, that might make some goals happen much more quickly for some...
There might be some major thing I'm overlooking here, too. So far, I haven't gotten past the basics yet, though (e.g. collider on the heightmap generated mesh, etc...). _________________ "Build a man a fire, and he'll be warm for a night... Light a man on fire, and he'll be warm for the rest of his life." |
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