Terrain Composer2 a next generation GPU powered terrain tool.

Hello,

1). TerrainComposer uses standard Unity terrain, so yes.
2). Yes you can import/export heightmaps, there many options in a filter/mask. I recommend to watch the tutorial video about filter, masks and curves:
http://www.terraincomposer.com/tutorials

Nathaniel

Would be great, if all these different things (TC, RTP, Unity Terrain edits) could be saved into one file (scene file) - on the other hand: this might be the price for the high degree of flexibility, that TC provides

thanks for your reply!

I seem to have a problem when using the World Composer. Every time I create a height map from anywhere on the map and import it into the terrain composer I only get the height map not the image even thought I downloaded the image. I have watched the tutorial video a dozen times and have matched my settings to settings in the video but I only get the height map no image. Any help?

Hello,

Do you have Satellite Images enabled in the Create Terrain tab?
If not…Can you send me a screenshot from the WorldComposer window, with Heightmap Export/Image Export and the Create Terrain tab enabled to my e-mail Nathaniel_Doldersum@hotmail.com

Nathaniel

I have created a 10x10 size mountain terrain map and I am planning on adding more tiles however, is there a way to add additional tiles to the end of the 10x10 and have the tiles stitch together so you can’t see the seams? Also, I noticed the tiles in the 10x10 are showing their seams is this normal and can I seamlessly connect the tiles without showing the seems? The plan is to make a huge area that is mountains in the middle and towards the ends will connect to a coastline. Thanks for your assistance.

I am using Terrain Composer.

Hello,

Yes you can add more tiles, but with the center of the terrain will always be at the zero world position. As for adding terrain you can watch the tutorial ‘Help Creating Terrain’.
http://www.terraincomposer.com/tutorials

As for seams you have to check in runtime, as in the Editor there’s always seems visable.

Nathaniel

I have the problem that sometimes i can’t open the TerrainComposer window. When i click on Window->TerrainComposer nothing happens.
Any idea how to fix this?

I need some clarifications regarding the object placement options.
There is nothing in the documentation about the object options - which i think you needs to be addressed asap…
If there is a video which includes information about the options - please direct me to it.

I am referring specifically to these options:

I am trying to understand how i can have a range of scales and rotation for object placements.

Hello,

This seems to be a Unity bug since Unity 4.x, what Unity version are you using? I found a fix for this and it will be available in the next update. If you have the issue now, you can send me a e-mail to Nathaniel_Doldersum@hotmail.com, and I will send you the latest TerrainComposer version.

Nathaniel

Hello Nims,

With the min/max sliders you can set the ranges. With the scale on the top, you can change the overall scale. I will add these settings to the TerrainComposer manual for the next version…

1524536--87535--$Object_Settings.jpg

Nathaniel

Thanks Nathaniel,

Just a few more questions:
What do i gain by using the raycast option?
Why are they boolean options beside the scale and rotation options? (I understand it’s to show what is linked - but why do you have 2 sets, 1 from each side)?
Regarding the combine meshes option…will need to test that out, but it seems that enabling that would be detrimental when using occlusion culling for objects that span a number of cells?

Nims

Nathaniel hello, this morning I was trying to mimic your creating terrain from scratch video and as I followed your exact instructions from your video I am not generating the terrain, I get to the point to where I click generate and the 4 tiles 2x2 stay grey and flat I went back and re did exactly what you had showed several times to see if I missed something and I followed it exactly, but I am unsure what I am missing. Also in the tab where it is listed for Procedural Mountain, plateau, canyons and islands I noticed in your video you had one for procedural landscape and that is one I do not have in the list I seem to be missing that one. I want to make sure I have everything properly downloaded installed and imported. Thanks in advance for your help.

With raycasting you can exclude the placement. For example you have a mesh road with a mesh collider, then you can use raycasting for excluding placing on the road.
As for the toggles, it is indeed showing linked. The left is linked to the min value, the right is linked to the max value for the slider. As for the mesh combining, if you will use occlusion culling it’s best not to use it now. For TerrainComposer2 it will be possible to combine them on grid size…

Nathaniel

Hello JulieKing,

I changed the default heightmap filter, because some users were loading a raw heightmap with the default perlin in there, giving wrong results. You can get the default perlin by clicking ‘Curve’ → Line → Default perlin. Also I used a normal curve in the procedural terrain tutorials. This is a line that goes from 0 to 1.
The procedural mountain = procedural landscape from the older version, but then updated.

Nathaniel

I just tried this using Unity 4.2.2 and an empty Unity project:

  1. Assetstore - Worldcomposer - import (works)
  2. restart Unity
  3. Assetstore - terraincomposer - import
  4. Console: “Assets/TerrainComposer/Editor/Map_tc.js(5864,49): BCE0018: The name ‘buffer_class’ does not denote a valid type (‘not found’).”

And then I tried it with installing TC first:

  1. assetstore - terraincomposer - import (works)
  2. terraincomposer - update (1.230 to 1.320)
  3. Console: “Assets/TerrainComposer/Scripts/terraincomposer_classes.js(1,1): BCE0089: Type ‘’ already has a definition for ‘Main()’.”
  4. delete empty files global_classes.js and terraincomposer_classes.js (Unity crashes when starting TC now)
  5. restart Unity - TC works
  6. assetstore - Worldcomposer - import
  7. Console: “Assets/TerrainComposer/Scripts/terraincomposer_save.js(2298,127): BCE0019: ‘colormap_resolution’ is not a member of ‘area_class’.” and several other similar errors
    8 ) restart Unity. TC and WC are no longer in the Window menu
  8. assetstore - terraincomposer - import
  9. Console: "Assets/TerrainComposer/Editor/Map_tc.js(5864,49): BCE0018: The name ‘buffer_class’ does not denote a valid type (‘not found’). "

I also cannot find the instructions you mention on the Asset Store page?

EDIT: and then I got it to work:

  1. assetstore - terraincomposer - redownload and import (TC 1.230)

  2. Console: "Assets/TerrainComposer/Editor/Map_tc.js(5864,49): BCE0018: The name ‘buffer_class’ does not denote a valid type (‘not found’). "

  3. assetstore - Worldcomposer - redownload and import

  4. it works again

  5. TC update to 1.320

  6. delete empty files global_classes.js and terraincomposer_classes.js

  7. IT WORKS

So I guess the trick is to ignore the asset store telling you that you already have the latest version and redownload before import.

Hello Nuitari,

Yes there’s a bug in Unity 4.2 that doesn’t allow to use empty scripts.

New versions of TerrainComposer and WorldComposer I submit today to the Asset Store, that don’t require any install order. If you contact me at my e-mail address Nathaniel_Doldersum@hotmail.com with your order number, I will send these latest versions to you directly.

Nathaniel

Hello,

I was wondering if you could give me some advice regarding the best approach to creating a brand new terrain in Terrain Composer. I’m in the process of planning my terrain as far as placement / layout of my terrain is concerned. I don’t want to just aimlessly plot my terrain, I’d rather import some type of “template” I’ve created elsewhere (or maybe I create this template in Terrain Composer) and let Terrain Composer generate the height map based on the template. When I say “template”, I mean perhaps some type of gray-scale image, and pending on the shade, Terrain Composer can determine the height map. Is this possible? If not, maybe I can achieve what I want in another way?

Thanks and I appreciate all your input and help so far. Every day I work with it, the more I learn.

Regards

In the ‘Choose Example’ there are Mountains, Canyons, Plateaus, Island. When you load one of them it adds the settings down bottom under the Layer. Is there a way to add all 4 types to the layers that way they can be selected as desired.

For example lets say I have 4 terrains. I want 1 terrain to be a mountain, another to be a Plateau, etc etc. Is there a way to load in each of the layer settings with out wiping out all the other terrains?

I’m having an issue in the Terrain Composer where my tiles splat map is white and washed out. I did not have this issue until just recently and I’m not sure what changed. I have the strength set to max for each of the terrain colors with the proper high but nothing changes as all the terrain is washed out with no color but white. Any help is appreciated.

So I have just installed this asset and I have opened the Terrain composer interface. I started watching your tutorials that instructs me to download the “examples package” and “tutorial Package”. There is no examples package. Only a tutorial package. What am I missing?