WorldMachine 2 to Unity using Tom's Terrain Tools tutorial

Hi all.

This is my first tutorial so bear with me.

This shows how to generate a simple terrain in WorldMachine 2 with a splatmap for textures, and then how to import it into unity using Toms Terrain Tools, which can be found here:

http://lemuria.org/projects/wiki/Terr…

I am in no way affiliated with Tom.

I hope you learn something :slight_smile:

Tutorial can be found here:

http://blog.lasse-westmark.dk/?p=182

Don’t divulge the secrets of the channel combiner! :slight_smile:

Hehe just kidding.

hehe :wink:

Good timing, I just started using WM2 last week and am loving it so far. :slight_smile:

Nice :smile:

Hope this will be to some help :slight_smile:

Looks great, thanks a lot for the effort. Mind if I link to the tutorial from the TTT2 site?

And yes, I should update the error message. Sorry for that. The reason I’m not using the alpha channel is that many of the tools don’t support it, and the workflow if you use, say, Photoshop inbetween is often horrible. That’s why I stick to the channels you can “see”.

I should document that better, though, or maybe even have it as an option.

Sure you can link it :slight_smile: It helps to get it out to the ppl who need it :slight_smile:

But abt that alpha thing. it worked in the old version (pre unity 3.0) right?

It didn’t throw an error, but it always ignored the alpha channel. I could easily use the alpha channel, I just don’t - see above. WM2 is the exception in that it actually exports an alpha channel, most tools don’t.

Are you sure you’ve never been able to use the alpha channel? I have a project here were I’ve been able to use it. and i can see my splatmap importet from WM2 is set to RGBA 32 bit readable. I think I might have used the version for unity 2.6.

Pretty sure I’ve never used the alpha channel. In older versions you could load an RGBA file, but it would only use the three colour channels.

Ok, but what ever :slight_smile: although the use of the alpha channel would be nice. I get what you are saying abt the user friendliness, but I figure most 3D artists working with unity know how to export an alpha as it is a pretty commonly used in unity :slight_smile:

I agree. The decision was mostly for consistency. Some tools support alpha channels, some don’t. In order to have one workflow, and not two depending on your source images, I’ve decided to not support alpha channels.

If it’s crucial, it should be easy to add back in.