![]() Just got the latest Beta update and this is my take on it:Ĭan any one say “Swiss Army Knife” of all terrain editors? So just follow the steps in the manual.Īlso, work through the instructional videos before you buy!Īgain, the product, delivery and quality is over the top. and explain the background and thoughts about how an why. You have to be INTERMEDIATE+ level in UNITY3D to apprechiate the extension.īUT if you START using U3D, he did a good job in the tutorial-/documentations they are really great! They go step by step. In Nathaniel’s defence, It is not a beginners tool. Overall, it is IMPRESSIVE and NEVER SEEN BEFORE! ( For now this is setting new standards! ) The product is well designed and was given so much thoughts in development, which covers all thinkable options and, gives all the tweaks one ever wants. ![]() Having been a TD for a very large Studio, this would have been my pefered solution to a lot of issues in FPS, City and Dungeon Building. " when you say stream.This extension is SUPER impressive! I have not seen anything like this in the store before. I tested it with a 7GB raw file of the entire world and it works great. Is there a an overall save/load function that you can use for the entire setup which can then be loaded and applied to different heightmaps when needed? I'd like to be able to explore settings on a smaller terrain, then save and apply everything to a much larger and more complex terrain after the fact.ĥ) and lastly you said "Also TC2 can stream directly from any size of heightmap. ![]() Are these roads placed procedurally with Terrain Composer? And if so do you have any tutorials/videos/ or notes explaining the process for this?Ĥ) I can see myself spending hours and hours exploring thesettings and features here. I noticed an "export" button in your screenshots but was unsure of it's function.ģ) I see road texture/geometry in some of your screens. being able to export the entire terrain data/splats/textures for use standalone in other Unity projects. Then use the awesome random noise functions to add higher res detail to that base terrain (without destroying the overall geographic features). what I would like to be able to do is start with a lores heightmap texture to use as the base layer. which is great, but there were a couple questions I had that have so far eluded my searching.ġ) Semi Random Terrains. I just spent the past couple hours watching your instructional videos and learning more about Terrain Composer. The advantage of using a raw image is that you can create the borders exactly as you want. For now you could add a perlin to the raw heightmap to randomize it more. With TC2 there's a lot more heightmap functions available, with TC2 you can create a custom island shape by using a circle combined with a perlin, and it will create a different shape everytime you randomize the offset. The best is to use an image size that is the same as your total terrain resolution or higher. Black is the area you want to keep the same height and white to fully substract. You can create the raw image in photoshop. ![]() Then for example choose output substract. Set input to raw heightmap and load your raw image. What you can do is create a filter at the end of your last heightmap layer. I recommend using a 16 bit raw image, because it has more precesion. all you need is an image or 16 bit raw grey scale image. This is already possible, as TC is a blending powerhouse, it can mix whatever inputs together unlimited for all layer outputs. You can download 2 additional lanscapes, plateaus and canyons, from my forum Īs for your question about reducing and increasing height at terrain borders. Click to expand.There are 3 landscape presets included (including the island tutorial).
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