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Planet Terrain Editor & Generator [Asset] [RELEASED]

Discussion in 'Assets and Asset Store' started by stanislavdol, Aug 14, 2014.

  1. stanislavdol

    stanislavdol

    Joined:
    Aug 3, 2013
    Posts:
    282
    Hi, folks.
    Recently, I finished my new asset - planet terrain editor.

    Youtube Demo:


    WEB DEMO(medium sized planet) : 6500 vertices
    AssetStore link





    Great for space and strategy games.
    (For Web Player and Stand Alone. These shaders are to heavy for most mobile devices)
    Check out the features :

    - Realistic planet shader with 7 textures blended based on height
    - Cartoon planet shader with 7 textures blended based on height
    - Atmosphere(clouds) shader + animated clouds
    - Glow shader
    - Planet terrain editor
    - Planet terrain generator
    - Created planets can be saved as prefabs from editor



    // Planets are deformed cubes, so max planet size is 65k polygons, which is more than enough for most applications. So, I guess, it's not suitable for FPS games.

    Please, feel free to contact me, if you have any problems/questions with/about this asset.
     
    Last edited: Jun 9, 2015
  2. DSebJ

    DSebJ

    Joined:
    Mar 30, 2013
    Posts:
    101
    Hi,

    Some context, I'm using Planetary Terrain at the moment and have previously used Etheral as well. We are building a space game where you can fly to the planet and then get out in an FPS mode.

    I appreciate that you've made note of the 65k polygon limit; however this may be suitable for our FPS purposes, if we keep the planets small. Have you got a demo available of a planet at the 65k limit, with a radius of 5000 units?
     
  3. Vadur

    Vadur

    Joined:
    Jan 4, 2014
    Posts:
    7
    Hello,

    LOD are includ in your asset ?

    Best Regard.
     
  4. stanislavdol

    stanislavdol

    Joined:
    Aug 3, 2013
    Posts:
    282
    Hi, unfortunately, there is no LOD.
    The maximum size of a planet is not big (65k). And it's unlikely to have a few planets on screen


    Hi. Sorry for the the long delay. Somewhy I didn't receive an e-mail notification about your message.
    Unfortunately, it seems to me that Planet editor & generator is not suitable for fps games.
    65 k demo sent via private message.

    Best regards, Stanislav.
     
    Last edited: Oct 25, 2014
  5. stanislavdol

    stanislavdol

    Joined:
    Aug 3, 2013
    Posts:
    282
    Hey, folks.
    Finally this asset is getting dx11 and Unity5 support. A new version will hit assetstore soon.
     
  6. BigDill

    BigDill

    Joined:
    Jan 1, 2013
    Posts:
    31
    Hi Stan,
    I have a few question if that is ok?

    Does your asset support height maps to create terrain?
    Can you flatten the terrain to a certain height like a plateau?
    Can you change the brush shape?
    Do you support base textures and splat shader or vertex painted shader?
    Can I export Mesh to 3DS or Mud box FBX, OBJ?
    Can I import my own cubemesh?
    Can I control the blend between textures and opacity?
    When I save the planet asset do I need your framework in my game to use the mesh?
    What level of drawcalls do you get?

    Sorry about all the questions but I really need to know his asset is the on for me.
    Thanks
    Dan
     
  7. stanislavdol

    stanislavdol

    Joined:
    Aug 3, 2013
    Posts:
    282
    Hi, Dan.
    Does your asset support height maps to create terrain? No, it doesn't support it out of the box. The terrain is generated based on modified built-in Perlin Noise.
    Can you flatten the terrain to a certain height like a plateau? Well, yes, but this plateau will look like surface of a sphere.
    Can you change the brush shape? You can change the radius of a brush and intensity
    Do you support base textures and splat shader or vertex painted shader? Textures are blend based on the height of the point.
    Can I export Mesh to 3DS or Mud box FBX, OBJ? Mesh is saved as unity asset, however, Unity provide the means to export obj files: http://wiki.unity3d.com/index.php?title=ExportOBJ
    Can I import my own cubemesh? yes, but why?
    Can I control the blend between textures and opacity? yes, you can
    When I save the planet asset do I need your framework in my game to use the mesh? Planet is saved as mesh+materials, so no you don't need it
    What level of drawcalls do you get? around 8 drawcalls per planet
    Please, understand that this asset is not suitable for generating terrains to run around in fps games. The planet resolution is limited by max number of vertices per mesh that Unity allows.

    If you have other questions, please send me an e-mail(you can find it in my assetstore account) or you can buy the asset and if for some reason it doesn't satisfy your needs, I will give you a refund(just send me an e-mail)

    Btw, a new update that has unity5 and dx11 support is awaiting approval in the assetstore

    Stanislav.
     
  8. stanislavdol

    stanislavdol

    Joined:
    Aug 3, 2013
    Posts:
    282
  9. Deleted User

    Deleted User

    Guest

    I just recently purchased your asset. I can not figure out how to increase the size of the planet. Everytime I manually increase the size of the planet, the planet textures disappear, and the meshes begin to clip. Is their a way to increase the planet?
     
  10. stanislavdol

    stanislavdol

    Joined:
    Aug 3, 2013
    Posts:
    282
    I answered in the development thread
     
  11. stanislavdol

    stanislavdol

    Joined:
    Aug 3, 2013
    Posts:
    282
    This asset is now available for 15$ in Level11
     
  12. Localguy65

    Localguy65

    Joined:
    Feb 10, 2013
    Posts:
    7
    I just purchased but I can't find the "Development Thread"; also I send some questions to your MPixels website.

    So far it looks nice... I'm trying to figure our your shaders.

    What determines the Lowest point and the Highest Point that the Shader applies the various textures.

    If I want a rocky planet with no water how do I achieve that?

    When sculpting I can't see the back of the planet.. am I doing something wrong?

    Are you going to develop more Sculpting Tools?

    Thanks for any help you can offer.

    Regards,
    Eric
     
  13. stanislavdol

    stanislavdol

    Joined:
    Aug 3, 2013
    Posts:
    282
    Hi. Eric. I sent you an e-mail.