Can Node Painter be used *at will* in an existing TC2 project, or do I need to set it up when starting a project?Īnd some other issues not directly related to TC2, but that I haven't yet figured out. Node Painter appeals to me because I like that way of working: it is a bit like building / creating while in-world.I must misunderstand something here, but I can't figure out what however, after creating a new project with four terrain tiles, whatever I do in the TC2 window seems to apply to the "Terrain Area" as a whole, instead of one of the four terrains. ![]() I remember you saying that TC uses regular Unity Terrain.) that do work when I import them in the Unity Terrain inspector you mention something like this in the documentation here but I cannot get that to work, using the same height maps (.raw, 16 bit greyscale, little endian.is it possible to use pre-existing height maps as a starting point, and continue working on the terrain using TC2?.I would just love to get past this technical nitty-gritty and start working on the actual scene again.Īlright, I can in any case just try and ask here and see if that can clean up the conceptual clutter that my understanding has turned into. While trying to understand all this, I realised that TC2 seems to apply to the "Terrain Area" as a whole, while the imported height map applies to one of the four terrains that I created (as one of the first steps setting things up) - which confused me even more, to the point that I was almost ready to abandon the whole business - the frustrating thing is that though the tools have become more awesome-looking in the past few years, I have been able to accomplish less and less with them. It is as if there are two sets of terrains, as it were. "), but the terrain reverts to flat when I view in the the context of TC2. I can assign any of those height maps to a terrain tile using the regular Unity editor inspector ("Import Raw. There's 4 tiles, each of 4096 px (square), and I want to use these as a basis to work on them using TC2 and, if possible, that new Node Painter tool. The hardest part of all seems to be using the raw height maps that I have created before. I followed several of the tutorials, checked out the example projects, but TC2 remains mostly a mystery (the funny thing is that got the hang of the original TC in no time, despite the rather complex interface). Since you managed to get TC2 working for the mac, I have tried several times to use it in a project (basically creating a coastal landscape with a mountain range), but I can't seem to get the hang of it. You could do some awesome stuff with that (like, flowers suddenly turning red around you, threes moving out of your way, grass withering, etc.) Probably best.īut I'd still like to see this working. If you really just care about performance, bake them down, split them up, and stream them. Might have just implemented heights and splats. I'm pretty sure it's still not merged (unfortunately, don't understand why not.) but I'm also not a 100% certain if it actually speeds up object placement. ![]() Get my update for TC2 that speeds up local generation. Else you would generate the other, static objects (or worse, splats/heights) along with it.Ģ. Which means, no matter if you used TC2 in the generation process or not (or even to generate the thing at runtime), you'll want an existing terrain with ONLY this object pass on it. I think it's possible by now to use an existing terrain. ![]() Just add a mask for the objects, and when you it moves significantly, call TC.Generate (see those runtime update scripts).ġ. Click to expand.Theoretically it's already possible, but there's no native implementation for it, if you will, and it won't bring any performance boost.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |