Map Magic World Generator - a node based procedural and infinite game map tool

@Wright Ok, thank you!

Vegetation Studio Pro integration is coming!

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superb, is it the same workflow for infinite terrains?

Yes, it works on the infinite terrains

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@Wright - is it possible to generate infinite terrains, with included water bodies?
Eg: In your videos, you use a lake/ocean asset to create an ocean around an island. What if I want to create infinite terrain, but want to have some lakes occurring randomly. I know I can use the shore generator, but how do I get the water assets / water surfaces to appear spawn in - or how do I get the effect of oceans appearing between landmasses? Any tips on procedural waterfalls / rivers? These seem too complex to procedurally generate.

@baaleos yes, infinite water is definitely possible, there is an example for placing something like AQUAS waterplanes at the bottom of the following page: https://gitlab.com/denispahunov/mapmagic/wikis/Scripting_faq
Rivers and waterfalls are not quite as easy, but I am personally looking forward to the Spline Tools for Map Magic by Arctium Studios, which should be released in the next few days. (x.com) It is meant mainly for roads for now, but rivers are a planned feature…

@Wright The Vegetation Studio Pro Integration planned for the upcoming version looks very nice! :slight_smile: I just wanted to let you know that I also encountered the Animation Curve serialization issue in 2018.3 (Serialization issue with AnimationCurves (MM 1.9.7, Unity 2018.3) (#287) Ā· Issues Ā· Denis Pahunov / MapMagic World Generator Ā· GitLab)

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Hey Wright.

I’ve been wanting to pull the trigger on your MapMagic asset for abit, although I have some questions regarding it’s use case and what’s possible:

Is it possible to export terrains made with MapMagic to normal unity terrains?
Is it possible to disable tiling?
Are terrains able to be static from scene to scene since they’re randomly generated?
Is it possible to make islands?

Best regards,

William Pfaffe

Thanks, will look into it before submitting the new version.

If you are going to create some lakes with no water plane underneath all the terrain (for the performance reasons, I guess) you can place them in just like usual objects. Personally I would rather scatter them in lowlands (using the scatter mask), deepen the ground under them (with blob + subtract blending), and output in water planes:
5025134--492365--ScatterLakes.jpg
EDIT: Scene attached

4370131–395971–ScatterLakes.zip (1.9 MB)

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Hi William, glad to hear you are interested in MM.

MapMagic terrains are actually normal Unity terrains. Yes, you can export their data to use in other scenes.

MM use the deterministic algorithms, so it will generate exactly the same terrain each time. As long as the graph and seed numbers are the same MM will create same terrains indifferent scenes.

Sure, why not?
3386624--266100--Island5.jpg
Island here is pretty simple, but it’s made just of 4 nodes + output

It’s a bit unclear what do you mean under tiling, so could you please clarify what are you going to make?

It is worth mentioning that Aquas water will have infinite water using world space UV mapping soon which will work nicely with MapMagic. The details of the update can be found on the Aquas [forum thread]( https://discussions.unity.com/t/611884 page-46#post-4330777).

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MicroSplat support out of the box:

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Wow. When do we get this version? :smile:

@Wright

Great news! Thank you for the MicroSplat integration.

Interesting. No, I haven’t encountered any problems with grass flickering. Perhaps I just got lucky with the script execution order. Or maybe it’s a Unity version thing. I’m using 2018.3.9. Thanks for letting me know!

I plan to submit it on Monday.
Edit: done

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First, AWESOME asset :-).

In the Wiki you talk about using flatten to adjust terrain for placing villages (or other objects I suppose). I was wondering if you could add a node that would contain a list of points (x/y) that could be used to locate the villages, instead of the location being generated by the map? Then I could examine the generated terrain, and choose the locations manually but still be able to regenerate and tweak until I get ready to do all of the manual placements.

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One more question, can you provide an example of how you would include rivers in the procedural generated terrain?

I think this is an excellent idea!

In fact a node that could input a list of coordinates could even be used as points on a path.
That path could be used to create a mountain ridge or a river if used to adjust terrain height, a track or trail if painting textures, or a fence if used to place objects.

Hello,Can I create random magic-map at editor/runtime mode by your plugin?Is there a demo for it?Thank you!

You could maybe even do a line, with an optional curve for the river/mountains/paths too…and then if there were a tolerance type of function you could adjust the path along the line to try to keep it more level, or not.