[FREE] YAPP - Yet Another Prefab Painter (Open Source, GitHub)

Thanks for your feedback :slight_smile: Do you have a screenshot of your settings so that I can try to reproduce?

The piling should only be possible when you activate “Allow Overlap”. And the non-alignment should only be possible when you activate “Random Rotation”.

I’ll see what I can do with the Poisson distribution.

The piling does happend with or without “Allow Overlap” for me. I’m painting a prefab with a Capsule Collider.
The “Align To Terrain” works effectively well, when random rotation is off. I did have it checked the last time.

Anyway I find you tool much more responsive than others I had tested, and more simple than Polybrush, which is far too slow to paint something like a large grass plain. I love the fact that it’s only one script, drag and paint.

Thanks for sharing !

Since it’s Halloween I wanted to distribute some pumpkins in Lordenfel and couldn’t be bothered to run physics steps with every paint. So I added a new mechanism which optionally invokes the physics automatically after painting. Looks like this:

6476831--727382--yapp.gif

Quick details:

6476831--727373--sim.png

Physics Simulation options:

  • None - no automatic physics simulation as before
  • Once - all physics steps in 1 simulation step
  • Continuous - animated physics, lets you see how the physics are applied

Height Offset: is added to the prefab’s painted height so that you can e.g. use gravity on it
Step Count Max: maximum number of steps for the simulation
Step Iterations: number of physics steps per simulation step; normally you have 1 physics step per simulation; that’s not really necessary and very much depends on your processing power, but quite interesting to see how things flow with the physics

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Here’s with Poisson Disc distribution inside the brush:

6476891--727388--pdd.gif

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That looks great!
I have an idea, can you add a object attractor/repeller on mouse position?

you could use this to tidy up some of the physics placed objects

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You can tidy up already with holding CTRL+SHIFT while dragging. Here’s spawning rocks and removing those which land in the river because of physics:

https://www.youtube.com/watch?v=cNRbb6NPAVY

But it’s a great idea, I’ll think about it. Or rather try, it’s easy to add just a force towards the cursor to all gameobjects. Thank you!

Some more:

Falling Trees:

https://www.youtube.com/watch?v=oNJTVy4W_fE

Rock Placement

https://www.youtube.com/watch?v=V1vOsK1Z2QY

There. Prefabs placed :smile:

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Yes a force towards the cursor or when holding another modifier key a force away from the cursor ( radius and force user setting )

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Man… @Rowlan … always interesting to find stuff you’ve done…
looks great!

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I’m glad this thread got bumped since I wasn’t aware of this. It looks great! I’m going to see about using this at run-time.

I wanted to mention that this feature you removed could be useful. For example, spawning vegetation that’s more dense in the center. Any chance of adding it back in?

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@Rowlan another great tool! Thanks for making this available! I didn’t even know you had this out there.
I love your work and the tools you share with us all!

The ideas are flowing now after seeing it work.
Luckily for me I just finished a project and now can play with it.:slight_smile:

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Yeah, sure, it’s just another kind of distribution applied.

That makes me think I should totally re-add it. After yesterday’s quick implementation with the instant physics it might make sense to have the same what you can do with the brush along a spline. Just for re-use of the spline. And here that distribution could be very interesting, i. e. more along the spline center, less outside.

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You could even make a distrubution curve for the spline curve :slight_smile:

Or an object size curve

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I made a very quick draft. There’s a new tab “Interaction” for that kind of stuff. Only had a few hours today to spare, so unfortunately for the first try the time went up in refactoring the brush for re-use in the Interaction, which made sense. Anyway, Here’s how the first draft looks like. While I was at it I thought I’d also add Anti-Gravity to shake the prefabs a bit:

https://www.youtube.com/watch?v=scntqY4iCtU

Definitely something I like, so that’ll get a proper treatment with forces and such :smile:

Thanks a lot for the idea! :slight_smile:

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That looks so much fun!

The gamification of game creation!

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It made sense to add physics to the spline spawned gameobjects as well:

You have to click a button though once you’re done. This is for later re-use of the splines. ie create one, drop prefabs, move it around, drop prefabs, etc.

I might add some fuzzy distance and maybe also some force along the splines. Could be useful. However usability might be getting a tad complicated, too many settings already :slight_smile:

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Very nice, I would make the features first and for the UX perhaps do some refactoring once you know the complete feature set

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Spawning rocks with splines around trees using the awesome Meadow Environment asset:

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Yeah, that’s the best solution I guess. Too many ideas to implement.

That rocks placement along the spline looks perfect for a shoreline :slight_smile:
Do you think its possible to set an -y offset to the terrain collider?
This could be useful when you want all the rocks to go a little in the ground for a natural look, for example on beach they would be a little in the sand.

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Ow I see you have it already :). nevermind

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