multiply, mix (slider for strength of operation) you can send height data from terrain into each channel) texture generator (with channel inputs - e.g. constant Color generator- (simple color texture, masked) so i really need these features to be able to make terrain with benefits of powerful shaders. Then i do not have feedback what i have done. ![]() With your asset i can do it only via exporting mask and making ton of work in photoshop completing. Why color textures? Some terrain assets use splatmaps and colormaps. But as I worked with world machine, i am missing in your asset work with RGB(A) textures - operations with textures are simple in comparison what you have done. Hi I opened map magic and know this is just a beggining, so maybe these changes are planned. (Int32 num) (at Assets/MapMagic/Main/Serializer.cs:245) MapMagic.Serializer+SerializedObject.GetValues (System.Type elementType, MapMagic.Serializer ser) (at Assets/MapMagic/Main/Serializer.cs:140) (Int32 num) (at Assets/MapMagic/Main/Serializer.cs:263) MapMagic.Serializer+SerializedObject.GetValue (System.Type type, System.String name, MapMagic.Serializer ser) (at Assets/MapMagic/Main/Serializer.cs:121) (Int32 num) (at Assets/MapMagic/Main/Serializer.cs:274) MapMagic.Serializer+SerializedObject.GetValue (System.Type type, System.String name, MapMagic.Serializer ser) (at Assets/MapMagic/Main/Serializer.cs:114) () (at /Users/builduser/buildslave/unity/build/Runtime/Export/UnityEngineObject.cs:31) Called from MonoBehaviour 'MapMagic' on game object 'Map Magic'. ![]() UnityException: EnsureRunningOnMainThread is not allowed to be called during serialization, call it from Awake or Start instead. See "Script Serialization" page in the Unity Manual for further details. I'm getting this error (using Unity 5.4 b16):ĮnsureRunningOnMainThread is not allowed to be called during serialization, call it from Awake or Start instead. I though that it's a little thing, but since you've noticed it I'd rather add stamp generator in demo. You can use stamp generator to remove grass under the rocks. I'll make some screens when there will be something to shot. There will be a water and a shores, beaches. Speaking about water - I'm making an extensive tutorial of creating a big procedural island (10*10 km). For example, if the location is placed on the slope of the hill, how could it be placed in a valley or on mountain top? Should there be some heuristic analyzer that will try to find a proper terrain to place location? And what if there is no such a place at all? I like the idea of non-constant key locations, although I don't quite understand how do they should blend with the other terrains. Biomes is a feature that can go further in terrain variation: with it's help you can blend different prepared algorithms (like desert, mountains, plains, etc). It's not an offset, you will get absolutely unique cliffs, however the algorithm will remain the same. What's with the 1.1? Is it ok?Ĭhanging the global seed changes all of the generators randomness. Thanks in advance! And once again, great workĬlick to expand.Thanks! I really appreciate it!ītw odd that you mention version 1.0. Do you have any way to mask the grass based on the rock placement? I have the same problem in my own project. Some of your screenshots have grass jutting out through rocks. I assume that using cutoff values and/or heightmask type nodes will allow you to create a nice shoreline and ocean? Could you please post a screenshot to show this working?ĥ. I don't see any water (lakes or oceans) in your screenshots. Are they the solution to my question 2? And furthermore, is the concept of a biome something like a custom terrain tile that blends into the procedural stuff?Ĥ. Those locations have specific terrain requirements. ![]() I want the key locations to occur in random locations for game replayability. This is not the same as your "pinning" which always places the custom terrains in a specific place (players would know exactly where the locations are each time). They are randomly placed so the player won't know where the key locations are each time, thus making each map more replayable. I'm designing a game with key map locations that are randomly placed (which does some math to level out the terrain in a radius around it). Can I specify a random seed that can rebuild the terrain with a really different randomness? I'm hoping for better randomness than a simple XY offset, because I found that mountain ranges are quite distinct, and players can recognize them even when offset is different.Ģ. I was doing something similar and when I saw how far you've gone with MM, I may just abandon my own code and adopt yours!ġ. This 1.0 version made most of my dreams come true.
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