For one of our upcoming games we needed to create terrain with clearly defined material borders, something that is not possible with Unity terrains.
We decided to use tile maps. This allows us to create terrains in a similar NPR style to games like Age of Empires Online or Warcraft 3.
Left: Unity terrains using splat maps. Right: Terrain using tile maps
Triangle Studios’ Terrain Tile Editor package provides an easy way to use tile sets in combination with Unity terrains. Simply paint tiles onto the Unity Terrain, and maintain all the flexibility you normally would when designing a map.
Terrain Tile Editor will enable you to layer up to 8 individual tile maps. Tile sets are created using the Warcraft 3 standard. This means that lots of materials have already been created by the community and can be imported in your project right away!
Features
Paint tiles straight onto Unity Terrains.
Maintain all flexibility in terms of landscaping, lighting and foiliage.
Support for up to 8 individual layers per scene.
Uses WarCraft 3 style tile maps containing 4x4 tiles, or an extra 4x4 grid of random ‘full’ tiles.
Use any power-of-two resolution texture
Paint a single tile, or use flood fill for large areas
Does not add extra meshes to your scene
Full Undo/Redo support
Requirements
Unity 3.5
Shader Model 3
Software has been tested on PC and Mac
Limitations
Uses the terrain mesh, and therefore needs to do more work in the fragment shader than would otherwise be necessary.
Probably not suitable for mobile devices due to above mentioned fragment shader.
‘Border’ tiles currently only support 1 variation
‘Full’ tiles are chosen randomly, there is not yet a way to place a specific variation
Does not support trilinear interpolation on tile textures
With bilinear interpolation, discontinuities are visible when zooming in very far on tile borders
Change log
version 1.1
Fixed a bug when exporting to OSX.
It is no longer necessary to first add the textures to the terrain.
Added buttons to move individual layers up and down the stack.
Reduced price!
version 1.0.1
Fixed a bug that prevented projects from being built
Really like the results you got with the editor. The first picture really didn’t do the flexibility of the system justice, I think the video will even help demonstrate it even further. By looking at the example scenes, I think you have something that can produce some nice results! Looking forward to seeing more out of this project.
Thanks for your feedback DaneC020! The video is coming right up, and we’ll make sure to display some more of the diversity that can be created with our tool
Why do some people always bring up this as an argument? It’s stupid. By your logic price is irrelevant because the volume of sales will always make up for lost revenue per sale. Why do we have applications that cost thousands of dollars then?
As far as I can tell they offer functionality previously inaccessible in Unity and are free to set whatever price they want.
Also, a lot of the other terrain extensions in the Asset store cost $150 so I would guess that’s why they chose that as the starting point.
We actually created our tile editor because there was nothing similar available in the asset store. The other tile editor you mention works completely differently to ours. For example: With the other editor you create tiles as borders between two terrain types. This means that all terrain types must border on the same type of terrain. You have to pick an ‘intermediate’ terrain type that will have to be placed between all other types.
With our tile editor you create the tiles bordering on alpha so they are independent. You can ‘layer’ terrain types on top of each other, and up to four different types of terrain could meet in a single point.
And that’s just one of the many differences. You only have to look at the screen shots to realize they are completely different products.
In my opinion the price we ask, compared to the amount of work that was put in there and the functionality you get from it, is very fair. But we do appreciate the feedback!
In all honesty I love the product and will probably buy it when the time comes. Even though I can tell the difference between your package and the one I mentioned (or others) other people may not. I believe you could lower the price just a tad, but I will probably still buy it as I will eventually need a product like this for a future game.
I do have one suggestion though. It would be a good idea to put more information in the asset store about the unique features. I know the 8 layers is already quite unique, but if I just found this on the asset store and based my opinion on that information, I would be almost convinced but not quite. In my opinion there just isn’t enough information to completely convince me to buy. Just a thought. Take it as you will.
Well part of me doesn’t wan’t to put my stick on the subject of pricing at all, but I think it’s kind of obvious that customers will always have incentive to ask for a lower price. Why wouldn’t they?
The developer of course has the right to set any price he chooses. There are many variables that come in to play:
Amount of support and other fixed costs per customer
Target group type (pros or hobbyists)
Target group size (niche or mass appeal)
Word of mouth effectiveness
Estimated lifecycle of the product
Competition
And many more. I’m sure people who went to biz schools would make this list 100 points long. Just because some price works for A, it might be bad for B.
@Ecco, sorry for hijacking the thread into pricing discussion. Your product looks great btw!
Ok let’s be fair, the price is not astronomically high or something, it’s a bit above 100, with seems to me the magic number before I start to think do I really really need this? That is the only reason why I recommended a lower price.
This has no reflection on the quality of the product, with seems top notch! I will keep an eye on it and look forward to how it develops!
Some pretty good suggestions about exposing the unique features of our software better. When we are working on the tool, we are working on a commercial project at the same time. This means that we’ve been able to create a solid and efficient workflow for the artists, but we have not yet had the chanse to spend a lot of time positioning our software as a product, definitely something we can improve