Simple terrain mapper

Hi,

I am finishing new extension for terrain mapping. Right now is finished mass detail placement. This extension is huge time save but is really simple to create. I will decide how much it will cost (but price will not be higher than 50 dollars).

Link to asset store: link

Features

  • placing details according textures
  • every texture can have different detail
  • every detail can have individual intensity
  • you can still use terrain features
  • mass placement trees
  • height limitation
  • saving settings to file (much easier usage)
  • multi terrain feature

Video:http://www.youtube.com/watch?v=AsJ9kicz5Po

All features should be finished this week (maybe later :wink: ). If anyone interested let me know.

PS: Don´t worry I will still continue work on RPG kit. I need it for my game. I need this extension too so I build it for me and for you :).

Looks interesting and I will definitely check this!

It is hard to say anything smart about pricing. 50 dollars may be a little on high side for me when comparing this with Tom’s Terrain Tools. Anyway, there are much more expensive terrain mappers and the product is not complete yet.

Will there be some option for randomness when placing details? For example, if you place two details on single texture with similar density, it won’t be even distribution of these two details.

Will this terrain mapper include rpg kit?
If it does, I think you better research in bumpmap,
and do that able to use 3d polygon?

because I hate that 2d billboard. Look fine for far away. But not close up.

Keep it up. :slight_smile:

So I finished trees and details.

Now I will finish save / load. Some GUI improvements, add more variations, more configurations.

Tomorrow I will create placing random objects. Final price will be 30 dollars. 50 is too much for this. But still can be huge time saver I think.

New video: http://www.youtube.com/watch?v=d8CuvxM6b-0

I fnished random objects placement. Save / load finish and I can release it. So my plan is delayed. No more dates about release. I am delayed two / three days :).

New video: http://www.youtube.com/watch?v=NEBnbEEqUFg

Do you need some other features for trees/ details / objects?

could you implement slopeand altitude for painting textures and meshes ?

I don’t mind paying more, but for those who have RPG Kit and want this, can it be integrated with the RPG Kit if we pay for this addon? I guess I’m wondering how the save system will go for the game and this.

Can we purchase this directly from you rather than asset store?

Thanks for adding the random placement.

Blackant: Yes I can add it. But this feature is already in Terrain toolkit and it is free! So there is no reason to have this feature twice. I can create video how you can combine terrain toolkit and this…

RoyS: Yes you can buy it from me directly. You can use it to with RPG kit. I created this extension also for my game… My save / load functionality will support it. Do you want video how you can place creatures randomly?

Mk1978: No problem :slight_smile:

So basic version is completed. You can buy it here: http://www.e-junkie.com/janslegl

First week will be price 30 dollars. All other upgrades are free. I have plan do some features and improve tutorial file.

I think this extension usefull for anyone who is using big terrains.

your terrain mapper look nice.

but I think it suitable for RTS and “runescape” MMO.

very useful for my turn based games. now I can see you are on your way to finished my games. :wink:

here your criticism from me…
after I saw your demo on youtube, I don’t think it’s useful for your RPG kits. yet.
I think you need show off that there a close-up details suitable for FPS/TPS (3rd person shooter)
and suitable for PC and PS3/X360 etc. ( I am plan to use PC.)
and I can’t see there any bump map and normal map for that terrain.
and I am worry if there any re-size the image for ground, show us.

and I would like to see how ya add water for an river/sea/lake and swim in it. ( for RPG kits.) or an penalty for RTS ( my turn based games need it.)

I will test it with “Advanced Terrain Shaders” and I will make video with better look…

You can resize image as usual. Terrain features are still available

Penalty for RTS? It is very easy to do. You will just need to define rules. TextureIndex = 0 = This rule…

So I will create new video in the evening.

During Friday / Saturday I will release new version.

It will have better GUI of editors, faster tree placement and mainly multi-zone mapping and multi-zone itself.

It will work for Unity Indie (I don´t have pro). Pro users can make really easy change to make loading much faster. They will change one line of code :).

So it will be that you can select multiple terrain, select textures and random place all objects / trees / details and it will place on all terrains. So creating huge world can be really fast :).

nice!

So I did not solve problem with terrain but I found one great bug inside my mapper! So everybody must be happy! :slight_smile:

I will fix it and send you corrected version asap :). Next week this simple version be also on asset store. I will add height distance for trees / details etc…

Is this Documented? or is this an option in the editor of the settings of the script?

No multi zone is not documented now. I have problem to create it. I will do it when I will solve some problems.

I wont to finish it. But it will be more time than I expected.

While you are at it, there are some features I would like to see. If you can’t get to them, then I will try to work on them next week, but maybe other people would like these also:

  1. Add a “height above water” checkbox, and a height for details. So we can optionally stop the placement of details under the ocean.
  2. Add a “minimum texture value” to detail placement (maybe a default of 0.2?) so if there is not much of the texture there, then a detail would not be placed there. This would be a lot easier than playing with the intensity.

Fun stuff:

  1. Flatten terrain under object. This would flatten just the terrain area under an object, and optionally, clear out the details/trees under the object and/or set the ground texture under it. This would make it super easy to place buildings/rocks, etc.

do ya mean height above sea level? hah

Yeah, except I would have the script use the water object and determine the sea level.