Thanks for the purchase. TerraEnhancer will be a part of the upcoming bigger product along with many other terrain editing tools, but you still have to wait for the release which won’t happen anytime soon. But we’ll update the news for you.
If you already have the splatmap for terrain(s), simply use the “ReplaceSplatmap” script in project under TerraLand => TerraLand Core => Editor and replace current splatmap existing in terraindata.asset of the terrain with the new one.
If you don’t have the splatmap, use MapsMaker component in TerraLand by going to Unity’s top menu => Tools => TerraUnity => TerraLand => MapsMaker and go to the section “Landcover Generator”, play with the settings and press Generate Splatmap so a landcover/splatmap will be generated next to the original image. When the “Automatic Mode” is on in the Splatmap Generator, it takes image’s most dominant colors to generate RGBA channels of the splatmap.
If you have a large splatmap and want to use it in a streaming system which applies them on terrain in runtime, watch the following video tutorial to get started:
Regarding CTS or any other shading solutions, simply change the terrain material to your custom one and as you already applied splatmaps you are done.
Also if you want CTS or other custom materials to be applied on streaming terrains, you can simply drag and drop the custom material in the “Terrain Material” field of the “Runtime Offline” script in the scene and all streaming terrain tiles will use that material for rendering. Currently you can set 4 textures for your terrains to be used in terrain shaders but can be easily extended. See the following screenshot where it shows the needed parameters for this purpose:
I have no idea how Vegetation Studio deals with built-in terrains and splatmaps, masking… But I think you got the idea.
Good morning. Those offline streaming improvements are amazing! Good job guys.
My current needs demand that I provide scenes with the lastest bathymetry data available, so I’m forced to edit it myself using Unity terrain tools. This workflow is not ideal so I’m looking for alternatives.
With your offline streaming system, it is possible to edit the height data to include the information I need?
Thank you very much for the answer. On that topic you linked, there was an answer for the same question I’m asking again now, I’m sorry for this. I’ll be trying to use the adjust heights script to lower only the ocean level terrain so I can fit my bathymetry terrain above it.
Is it possible to see a demonstration of TerraEnhancer?
Since I read about it a few weeks ago it’s become a must for my project, I would really like to see where it’s going?
TerraEnhancer will be one of the many components in TerraWorld. However I’m not authorized to share more info/media now but just to redirect you to some posts here regarding this as follows:
Fortunately now that TerraLand 3 is released we are working full time on the new product and getting closer to the release fast. Will definitely share new information when it’s time so stay tuned.
Welcome, yes that’s what we thought from the beginning to have separate packages for most demanding sections of TerraWorld. But the price for TerraWorld will be reasonable so there’s not much benefits to buy standalones. Also we plan to release sections later after TerraWorld release so won’t be there soon. Ask any further questions and we are happy to reply.
I don’t know how much it is demanding to have a discord channel and how many people use it for these purposes but sounds like a good idea, will setup later and let you know. In the meantime the forums are your friend.
Just joined the discord channel, I posted some suggestions for the channel, if you need any help with it be sure to let me know, it will come useful as developers who use terraland can help each other out and take some heat off you guys, it will become very useful over time, thank you for setting this up
@iichiversii Thanks for the great suggestions and helping us in this, so much appreciated Yes, it is becoming popular and will be so useful to everyone, will ask related questions in the app. Keep it coming.
@StephanieRowlinson Thank you, that would be great to meet you guys but unfortunately can’t make it this year… hope to set it up for the next round though.
Those who waited for the AssetStore version can get their hands on TerraLand 3 for only $25 for a limited time as an introductory price of 50% discount.
Replacing the default material with a CTS terrain material does work, but CTS also requires each terrain to have a CTS component attached. Is there a good way to hookup a callback so that this component can be added every time a new terrain is streamed in?
Is the component the same every time or is it specific for each tile that needs processing?
If it’s just a static component needed to be on terrain objects, that’s so simple. In the streaming system, all tiles will be generated at the level start and they get reused throughout the whole gameplay, so no new tiles will be generated. For example if you set the Active Grid Size to 8x8, you will have the same 64 tiles from start to finish updating their positions and data.
To add component on tiles, simply write a script that adds the component right after the “worldIsGenerated” callback which is a boolean set to true after all terrains generation (you’ll see “World Is Generated” print in the console). Terrain object tiles are accessible from a list called “croppedTerrains” which you can loop through them and do whatever you want with them.
Ok thanks! Just a recommendation for future versions of the API - it would be useful to have either a .net Event or a UnityEvent that gets invoked when the terrain is loaded. This way a user wouldn’t have to poll worldIsLoaded or modify the TerraLand API.