Denis, it would be so nice to use less Resource named folder in further versions, because the files inside are include in build which is obviously leads to increased build size) Thanks in advance
Any update on when MM2 will released? And what features will be in it vs MM1?
Hello,
I recently updated MM before reading the patch notes (my mistake, I know) and I am using 2017 for a project. How do we use texture output if we arenāt using 2018.3? If not, is there somewhere to download an older version of MM?
Thanks
If it works with 2019.1.0b5 then there should be something on Unity side. Donāt know if they are going to fix it. If not I will try add some workaround on the release version.
Yes, this node will create VS objects on the dynamic terrains. Dragging the package would be enough, you need the prefab only when VS is used as a prefab. You can leave it None. In fact I will bring it to advanced settings to prevent confusing in further versions.
I concur. They are mainly an editor icons, so they will be moved to Editor folder and will use EditorGUIUtility.Load to be loaded.
Thereās no mistake, you can still use the 2017 terrain splats with the Splats Output.
Thanks for the response Denis, I appreciate it.
Now I have a stranger problem though, I took a terrain I made with map magic to edit by hand, and the grass/detail brush no longer works. Height, trees and textures work fine, just grass/detail. I thought it might have something to do with the terrain data or collider, so I used the script you had on your wiki to export the data, dragged that in a new scene and its the same problem, everything works (including collider, at least in play mode) except the grass/detail.
Have you heard of this before, have any tips to fix this? I am stumped, its quite odd. Thanks for any advice
edit: so I fixed this by exporting the height map, then importing it on a new terrain. Then I used world machines splat swapper tool to get my paint in. Really strange, but its all working now.
Ah okay, just a info the bug is also existing in the unity 2019.2 alpha version, i stay on 2019.1.0b5 now and wait for some updates on your side.
Unity want implement Holes for the Terrain in v2019 is for this topic some new Nodes planed, would be amazing to create dungeons with map magic, i also own Voxeland and there is also a Holes generator for map magic which is also amazing.
Nope, have not heard this before. Tried to reproduce, but it seems to be working. The grass could be edited with the standard terrain tools, both added and removed. New grass types could be created and painted as well. Iām using 2018.3, though, will test with 2017.3 soon.
I have not looked into 2019 yet, so canāt say what are those holes and the way they will be done. So itās too early to speak about holes nodes yet.
In version 1.9.7 the Cliff_n normal map is imported with the wrap mode set to clamp instead of repeat, which is causing a seam between terrains and other visual glitches in the Island demo. Just changing the wrap mode to repeat fixes the issue.
Vegetation Studio PRO compatible with MapMagic?
For me - mostly yes
Iām working on it right now, at the current moment. Still have some issues. Once they are fixed I will submit a new version. Plan to finish it this week, and then look into MicroSplat. Once it all done I will submit v1.10.
(Note that these are my plans, I canāt promise that everything will happen as I expect. Current v 1.9 has no VS PRO support, so if itās the key feature for you consider waiting v1.10 release).
Thanks!
Iād like to share the video on of MM users linked. One of the examples of a great MM use (their own spline nodes are shown too):
Itās great to see MM being used in a commercial game. I had even seen the trailer before but didnāt realise it was using MM.
Hey Denis, we spoke briefly over emails yesterday, just dropping in to once again state how awesome MapMagic is.
One quick question: Can one āupscaleā stuff such as Voronoi output? I want larger patches, but thereās no parameter for that, and there doesnāt seem to be a map that does that sort of thing.
EDIT: Never mind, I threw together one really quickly, and I can now control both āhorizontalā as well as āverticalā scaling right in the Voronoi output. Believe it or not, I spent pretty much half a day writing generators for this thing. Itās addicting! Aside from the scaling Voronoi, I added support for labels to write comments on, and added a āSliceā generator as well (allows you to partition a map into several maps based on intensity, because sod fiddling with boring (and imprecise) staircase curves). Iāve got at least a āMultiplexā and a āStratifyā in mind for tomorrow. Oh, and I need to upgrade the trees output to allow for colour gradients and perhaps the ārandom colour variationā option that built-in terrains have. Damn, Denis! I never wouldāve thought Iād have so much fun! I wish Iād discovered this years ago!
Hi Lumos
These sound awesome, would you consider sharing them?
Weāll see. I hope Iāll be able to do so, with a bunch of other useful generators added on top. But first Iād rather make sure everythingās in order. ![]()
@Wright Just a reminder about exposing Reflection Probes in the terrain settings, here is the issue:
Done! (for v1.10)
I know there are some users that are submitting their generators to the Asset Store now. Feel free to do the same!
PS
Should be the Cell Count
Thanks!
How can I access the terrain from within Generate?
In the legacy system it was possible to use chunk.terrain
Thanks
I wrote a simple integration between Map Magic and Vegetation Studio Pro. It allows you to use VS Pro to add vegetation to Map Magic terrains. It does not add a Map Magic node to generate VS Pro vegetation. If you want that, youāll need to wait for an official integration, but, if you want to use VS Proās rules to place the vegetation, this script will do the job. Just attach it to the VegetationSystemPro object.
using AwesomeTechnologies.VegetationSystem;
using UnityEngine;
public class MapMagicVSProIntegration : MonoBehaviour {
private void Awake() {
#if MAPMAGIC
MapMagic.MapMagic.OnApplyCompleted += OnApplyCompleted;
#endif
}
private void OnApplyCompleted(Terrain terrain) {
var unityTerrain = terrain.gameObject.GetComponent<UnityTerrain>();
if (!unityTerrain) {
unityTerrain = terrain.gameObject.AddComponent<UnityTerrain>();
}
unityTerrain.TerrainPosition = terrain.GetPosition();
var vs = GetComponent<VegetationSystemPro>();
vs.AddTerrain(terrain.gameObject);
}
}
You can get the terrain size, resolution and height using the Chunk.Size class in each Generate function (usually called terrainSize). Itās not a good idea to use the terrain itself since itās a unity component and cannot work in non-main thread, and thus itās not used anywhere in Generate (only in output generators in Apply, which is called in main thread).
Thanks for sharing the code! BTW, havenāt you seen any problems with grass flickering on adding UnityTerrain component? As far as I understand it should be added after VS Update, so if script execution order is equal in 50% cases it can cause the grass disappear for one frame. Lennart said it should work fine in Update if the script execution order is +100, but I havenāt checked it, just using OnRenderObject instead.