The tool comes with all the assets can be seen in demo: land and grass textures, tree objects, shaders, scripts and skybox. These assets will be a good help in a game creation or prototyping.
Voxeland terrain could be modified and updated both in editor and in-game in realtime. A terrain collision mesh is generated along with a render mesh.
Special Grass feature automatically plants a shader-animated grass above a selected surface blocks. And possibility to assign any object as a terrain block gives an ability to bind objects to terrain, add or remove them in-game like any other block or even create terrains made of objects.
the legal one: it could not be used in a final product. Please purchase the full version before releasing your game.
the code one: most of the settings from the settings and generate tabs are locked to default and could not be changed.
Demo build: If you’d like to play with Voxeland without importing anything to Unity feel free to download the demo scene PC build. It’s a single 66Mb file “download and run” SFX with no install or manual unpack required.
Undo is working, but needs terrain to be rebuild to display changes. Rebuilding takes some time, and could be annoying on every undo. I plan to add auto-rebuild on undo after some performance tweaks. To undo now “rebuild” should be clicked after one (or many) undo steps.
Thanks!
Smoothing brush is a good idea. Although it will not smooth terrain more than it could be smoothed due to core cubical structure, it can remove lonely peaks and single-block cavers.
Voxeland per-face mapping gives an ability to tile textures with no repeatable elements every fixed distance. You can paint noticeable spots on a texture, and these spots will not be tiled every n meters. There is no need to create dull homogeneous textures.
But I’ll think about triplanar, I guess many have already prepared land tiles.
I like javascript, we have warm relations) At this moment I don’t see a point of a refactoring code to C#. But its true that C# gradually becomes the only scripting standard, so I dont exclude the possibility of C# version in future.
Voxeland works fine with occlusion culling and lightmaps, but of course not in a playmode.
You can create and edit more than one terrain in a single scene.
Obj export is turned off. It is possible to export only geometry and uvs, but as far as I know obj does not support vertex color (if someone knows how to add vertex color to obj - please let me know). You can uncomment line 71-81 VoxelandEditor if you need to export a geometry only, please note that it is untested feature - no one is responsible if the terrain will be lit with one texture or the moon come down from orbit or something.
I suppose you ment “terrific” instead of “terrible” cause terrible means “very bad” and it doesnt look like you ment that.
Anyway, a question. It’s complicated so here we go:
I am making a game which is underground and is grid based, digging and stuff. Imagine something like Dungeon Keeper. I was allways thinking if it is at all possible to use a voxel terrain instead of simple polygon prefabs for the tiles. How I imagine this happening is that when the player digs a tile, then a number of voxles that form a square actually, are removed at that specific location. So the question is, can I have a solid terrain of a specific size and then selectively remove many voxels at once at specific locations.
I was afraid of that was going to be tough criticism Don’t want to say say that it is really is terrible, do you?
Here is an idea: I can make a special block type for grass - and once this block is above any filled block the grass is displayed. So you can place grass wherever you want. So question to everyone: how do you like such a way to set grass?
Do you mean remove voxels by script? Sure! Use (voxelandComponent).SetBlock(x,y,z,0); where x,y,z are block(voxel) coordinates and 0 is the empty type. And you can set blocks similarly, just use block number instead of 0.
Thanks!
Btw if anybody had a problem with saves please update to version 1.04
friends, after i watched some videos of this developers on youtube i was bothering him to release his work on assetstore, i am really proud and happy to see it here! and with a marvelous price!, judging by SplineBend work i can say this is a wonderful asset!, i cant see the time to have money and buy this! Many thanks, and please! keep the good work!