3D Terrain?
Goto page Previous  1, 2, 3, 4  Next
 
Post new topic   Reply to topic    Unity Community Index // External Tools
View previous topic :: View next topic  
Author Message
Sync1B



Joined: 13 Sep 2005
Posts: 558
Location: Oregon, USA

PostPosted: Mon May 01, 2006 4:47 am    Post subject: Reply with quote
Oh well never mind.

Bill
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address
joacoerazo



Joined: 05 Apr 2006
Posts: 214

PostPosted: Mon May 01, 2006 4:53 am    Post subject: Reply with quote
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
Back to top
View user's profile Send private message
Lallander



Joined: 23 Apr 2006
Posts: 429

PostPosted: Mon May 01, 2006 5:11 am    Post subject: Reply with quote
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
Back to top
View user's profile Send private message
Marble



Joined: 29 Aug 2005
Posts: 722
Location: Norwich, Norfolk

PostPosted: Mon May 01, 2006 8:04 am    Post subject: Reply with quote
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.
Back to top
View user's profile Send private message Visit poster's website
BigPowerfulMedia



Joined: 26 Oct 2006
Posts: 20
Location: Houston, TX

PostPosted: Sat Feb 17, 2007 8:18 am    Post subject: Reply with quote
Quote:
IslandDreamer
Many game engines (like Ogre, 3D Gamestudio, Beyond Virtual) read heightmaps to generate terrains.


*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."
Back to top
View user's profile Send private message Send e-mail Visit poster's website
AaronC



Joined: 06 Mar 2006
Posts: 2487
Location: Capitol City New Zealand

PostPosted: Sat Feb 17, 2007 8:49 am    Post subject: Reply with quote
Procedual Examples folder...
AC

_________________
LMAO (LightMapAmbientOcclusion)
Back to top
View user's profile Send private message Visit poster's website
Eric5h5



Joined: 19 Jul 2006
Posts: 8109

PostPosted: Sat Feb 17, 2007 8:49 am    Post subject: Reply with quote
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
Back to top
View user's profile Send private message Visit poster's website
BigPowerfulMedia



Joined: 26 Oct 2006
Posts: 20
Location: Houston, TX

PostPosted: Sat Feb 17, 2007 8:33 pm    Post subject: Reply with quote
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."
Back to top
View user's profile Send private message Send e-mail Visit poster's website
hsparra



Joined: 12 Jul 2005
Posts: 745
Location: Orlando, FL

PostPosted: Sun Feb 18, 2007 5:42 am    Post subject: Reply with quote
On the partition thingy, as I understand it you can use MacFuse, http://code.google.com/p/macfuse/, to read other types of file systems, NTFS is already built in. A Gui control can be found at http://www.sccs.swarthmore.edu/users/08/mgorbach/MacFusion.dmg (source is at http://code.google.com/p/macfusion/). Note: I have not yet done this myself but others have.
Back to top
View user's profile Send private message
BigPowerfulMedia



Joined: 26 Oct 2006
Posts: 20
Location: Houston, TX

PostPosted: Mon Feb 19, 2007 7:11 am    Post subject: Reply with quote
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."
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Eric5h5



Joined: 19 Jul 2006
Posts: 8109

PostPosted: Mon Feb 19, 2007 8:29 am    Post subject: Reply with quote
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
Back to top
View user's profile Send private message Visit poster's website
AaronC



Joined: 06 Mar 2006
Posts: 2487
Location: Capitol City New Zealand

PostPosted: Mon Feb 19, 2007 10:14 pm    Post subject: Reply with quote
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)
Back to top
View user's profile Send private message Visit poster's website
nicholas
Unity CCO


Joined: 08 Apr 2005
Posts: 1500
Location: OverTheEdge HQ, Copenhagen

PostPosted: Mon Feb 19, 2007 10:36 pm    Post subject: Reply with quote
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.
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address
Eric5h5



Joined: 19 Jul 2006
Posts: 8109

PostPosted: Tue Feb 20, 2007 1:13 am    Post subject: Reply with quote
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
Back to top
View user's profile Send private message Visit poster's website
BigPowerfulMedia



Joined: 26 Oct 2006
Posts: 20
Location: Houston, TX

PostPosted: Tue Feb 20, 2007 1:45 am    Post subject: Reply with quote
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."
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Post new topic   Reply to topic    Unity Community Index // External Tools All times are GMT + 1 Hour
Goto page Previous  1, 2, 3, 4  Next
Page 3 of 4

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum