Hello Support Team !
I am fairly new to Unity but, I have been experimenting with the latest two releases and I have purchased a pro license.
So, I am fairly new to Unity but I am not new to game/simulation design. Over the past few years I have only just touched your software because for the last 7 years I have been using the 3d Game Studio Engine. I have heard so much about Unity over that time that I finally have been giving Unity a serious go.
I have been having great luck using your suite but I am having trouble finding a solution to a challange. Therefore, I write to you for guidance and hopefully a solution.
Here’s the challange.
I have tried numorous possablities to create a multiple terrain simulation but I can’t quite get any one particular terrain to perfectly mate with its’ adjacent neibhoring terrains. There are always poor seams. If I use meshes that I have created similar to how I have my previous projects arranged then the mating is correct but I can then not use your terrain painting of trees and textures. So, that wont work but, as I understand it, then I could use a project through Flash as apparently your Flash system does not presently work with “Unity Terrains”.
The two systems that I have tried are the “mterrain” system and the “object to terrain” system…
Therefore, could you give me some guidance to a possable solution. I understand that work is presently underway by your engineering team on your terrain system supposably to be released sometime this year where maybe this conundrum will be addressed. If this is the case, I offer my assistance in testing and advice But mostly, I would like your advice so my present work is arranged to facilitate itself seamlessly into your upcoming terrain work…
In any case, I am very much enjoying working and learning your software.
Please have a look at my latest work with your “Unity Web Sstreaming” system by following this link… http://www.terrasame.com/Whistler.html
At present there are 24 pieces of terrains but there will be a matrix of 200 pieces which encompass two mountain ranges with two valleys that surround Whistler British Columbia, site of the past Winter Olympics. I use accurate terrain digital elevation models (DEM’s) and satilite imagrey for the base splat.
Any advise will be appreciated…
Thanks for your help…
Paul
I looked at all the info about “Stitchscape” and I wrote them a note asking a few questions… Have you used the product before? It looks as though it will work for my application but I havn’t a clue what the difference is between the “Hobbiest” and “Pro” version…
Thanks again…
Eric…
I bought your “Stitchscape” and I read your read me file…
Right away I found that each terrains “Y” value needs to be identical…
That, I assume will be a problem as each of my terrains has a unique “Y” value…
Please tell me, is there a way around that or will it not work for me…
If it will not work… any other ideas?
Thanks
Yes, unfortunately that is a problem. Are you sure the terrains need to have unique Y values? That will make things harder in general. If the terrains need to have unique Y values, I’ll give you a refund, since there’s no real way to make Stitchscape work with that.
Darn… Once again I’m stumped… I really was hoping that would work… It looked perfect…
As far as I can see, each terrain needs unique “Y” or verticle positional values… The meshs I have in there all do…
I don’t see how a mountainous landscape made of multiple terrains could have a constant “Y” value for each and all terrains…
(Please see the link in my first post and tell me how to make a setup like that with all terrains with a constant “Y” value.)
Rather than a refund, as I signed up for your “Up-Dates”, I’d rather you kept the payment and simply informed me of such a revision in the future. (Fingers X’ed)
None-the-less, thanks for your help and please let me know of any other ideas that might come to mind…
Back to the drawing board…
Per my first post…
SUPPORT TEAM… PLEASE HELP AND ADVISE !
It’s pretty simple; you would just use the height range necessary for each section. For example, if you had two terrains, one lowlands and one highlands, where the minimum is 0 and the maximum is 5000, the lowlands would use, say, 0 to 2500, and the highlands would use 2500 to 5000. Unity uses 16-bit for the heightmap height resolution, which easily allows for a wide range of heights at a good resolution. It’s not necessary to use the entire height range for each terrain.
UnLogick…
Thanks for the tip…
I looked at the post and have downloaded the U.package.
And, I see that you are part of the “TerrainEdge” team.
Thanks for helping Syanyde with his ideas…
I do hope that is the solution to my challange.
I will be getting involved within the post and help if at all possable.
It will take me time to get into it.
Thank you very much…
More to come…
Eric,
Thanks for trying to help. I really appreciate that you are helping.
I’m sorry but I missed you post earlier.
I guess I simply don’t understand. I wish I did though.
Each of my terrains are located and my x,y,z values are each different.
How can I get each terrain lined up but mantain a constant Y value.
You make it sound easy but I don’t understand.
Thanks man…
You could do it. But there are a number of issues to consider.
Each terrain tile could not breach it’s range, so, you would need to either:
ensure no terrain section needs to exceed it’s range (which is okay if your landscape can step up and down but if you have a cliff covering a larger range than your standard height - this won’t be possible - also there could not be an instance where 2 adjacent terrains need to exceed their range to match up with each other.)
…or…
rescale heightmap for steep, larger-range slopes (that would normally exceed the heightmap range) and ensure that whatever you multiply the heightmap by - you adjust all adjacent terrain sections so that their heightmap edges use a a multiple of that.
.
The 2nd option would give you full flexibility… but it is an untested theory.