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Relief Terrain Pack (RTP) v3 on AssetStore

Discussion in 'Assets and Asset Store' started by tomaszek, Oct 22, 2013.

  1. Kunani

    Kunani

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    Tom, great package but I'm stuck on something either very simple or something is wrong with my setup.

    I'm using Terrain Composer and RTP. Both latest versions. Created a new project after my initial test failed. I generate a terrain in terrain composer, everything looks great. I then turn on RTP through terrain composer feature and it adds in the LOD Manager and scripts/texture settings on each of my terrains. I have the correct platform (OS X OpenGL) setting and rebuilt the shaders.

    I get the first texture (0) over my entire terrain. I had mistakenly assumed that I should see my current texture setup on my mountains etc but there seems to be more steps to getting my terrain back to where it was before turning on RTP. Can you point me to the steps I should try at this point?

    I've clicked, checked, unchecked, rebuilt a ton of things over the last 24 hours and I'm losing hair quick :)
     

    Attached Files:

  2. tomaszek

    tomaszek

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    A quick thought. Check your alphamap textures that drive the coverage (they are placed as child objects in terrain sset) . Are they still correct ? Can you check your Uniy version ? U5.0.2 introduced terrainData.alphamapTextures as public, so previous RTP versions might be wrong (errors thrown by ReliefTerrain.cs on the console). In U5.0.2 binding must be "Public", in earlier Unity version it's "NonPublic". If you find this that problematic to use TC with RTP, you can try to start with manual setup of RTP. It uses simply standard unity terrain objects. So - setup your terrain with TC (coverage) with 4 or 8 layers, then you can add RTP components to the terrains manually and setup things on one terrain (detail maps). For global maps you'll need to setup them separately though. If you'd follow my first steps video you should be fine with results. The difference in U5 is that we always use material (which has no negative impact on performance any longer).

    Tom
     
  3. Kunani

    Kunani

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    Tom.. <bows down> thank you!

    I upgraded to 5.0.2 after reading your reply, realizing I was getting an alpha texture error in the console. Updated to your latest update and everything instantly worked as expected.

    Can't tell you how happy I am. Thanks! RTP plus Terrain Composer is just amazing. I also grabbed Horizon[ON]!

    THANK YOU :)
     
  4. topofsteel

    topofsteel

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    What is the best way to add / rearrange / update layers. Does the order they are added to the shader matter, I would guess it does since it's creating the atlases at that time. But then in the coverage inspector when I move them up or down, how does this affect the atlases? Plus i'm using multiple terrains. I have made sure the order of the materials in each is the same. What is the best workflow for adding layers and creating atlases.

    Also, when I tried to recreate the atlases manually, I recieved the error that 'Detail tex 0 size=512 while detail tex 4 size=1024' I have made extra sure that all my textures/masks are 1024. What causes this and how can I fix it? Thanks.
     
  5. seemana

    seemana

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    Hello,

    Just wanted to ask you if this one is going to work fine with our little terrain model...
    BTW we have an animated texture on top of that changing the grass with snow texture. Is it possible to apply the same effect on all over the main terrain?

    [/IMG]
     
    Last edited: May 31, 2015
  6. tomaszek

    tomaszek

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    Order in "coverage" tab inspector in RTP is not related to the order in "Layers" tab. If you use not layered mode in coverage inspector - order doesn't matter. In layered mode the most bottom layer placed covers underlying. For textures that are placed in "Layers" tab - try to arrange them the way layers 1-4 and 5-8 are most independent in the scene. You can get better performance in 8 layers mode then (see overlapping issue described in my pdf). In any mode (4+4 or 8) you should arrange layers the way layers 1-4 require different features when possible. For example if you don't need very detailed look of layers 5-8 and they all don't need some features group them together and adjust features used separately for first/add pass. In 8 layers mode it's restricted, but still - when you use no overlap switch you can ask RTP to shade layers 1-4 and 5-8 different way (for example POM snow for layers 1-4 and PM, no snow for layers 5-8).

    5122 vs 1024 issue. Unselect RTP terrain. Make sure all your texures for layers 1-4 and 5-8 have the same size. Don't get confused with "Max size" in import texture inspector. If your texture is 512 and you set 1k max texture size the texture will be still 512, but you're probably aware of this nuance :). Sometimes users reported me about some Unity meta/caching issues where a texture has been reported to have different size than it was in real. Copy a texture in file explorer (outside Unity) to different one and use the copy solved the problem.

    You should give me more specs about your terrain. Is it Unity's terrain object ? If it is I see no problem with using RTP. If this is a mesh based terrain - you still can use RTP. If this is some custom solution - then I've got no idea if this will work for you. Look into my pdf doc - snow section to get idea how does dynamic snow works like in RTP. I don't get idea of animated texture. Do you mean replacing grass texture with another that has snow on it ? That's possible in RTP. In 8 layers mode you need to consider RTP uses atlases - so you'd just replace whole atlas instead of separate snow texture.

    ATB, Tom
     
  7. Jack Ryan Carter

    Jack Ryan Carter

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    Hi,

    can be reached via e-mail, you also?
     
  8. Kamil_Reich

    Kamil_Reich

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    Hi, I have got a problem with holes. Following that video:

    Problem is I cannot run where hole is (or should be). Even if I make trigger big enough to be over cave mesh (was standing on yellow ring) nothing happens (I should just fall down).


    But I tested Ignore collision in other script, put terrain from inspector and it's working.

    Using unity 5.
     
  9. bartm4n

    bartm4n

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    Tom, thank you for your brilliant work.

    I have a question; are there any known issues with the GeomBlend shaders and the Global Fog script/shaders built into Unity 5?

    Thanks in advance.
     
  10. astrand130

    astrand130

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    Nov 9, 2014
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    I have the same problem with the resolve hole collision script too. In my case It was a vehicle which was a nightmare to re-adjust the variables for every wheel and hinge. but I just didn't find the script to be reliable and user friendly. I think it would work better as a global manager (attached empty object in scene root) instead of a per gameobject component that you have to setup manually for everything.
     
  11. thomokon2014

    thomokon2014

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    Tom, thank you for your work.
    I need your help. I receive these shader errors :
    1.Shader error in 'Hidden/TerrainEngine/Splatmap/Lightmap-FirstPass': Arithmetic instruction limit of 64 exceeded; 68 arithmetic instructions needed to compile program
    2. Shader error in 'Hidden/TerrainEngine/Splatmap/Lightmap-AddPass': Arithmetic instruction limit of 64 exceeded; 68 arithmetic instructions needed to compile program
    3.Shader error in 'Relief Pack/ReliefTerrain-FarOnly': Arithmetic instruction limit of 64 exceeded; 68 arithmetic instructions needed to compile program
    How i can fix it ? (Unity Pro 4.6.5f1, graphic card: Radeon HD 6450)
     
  12. tomaszek

    tomaszek

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    If your character is rigidbody based (not simple fps controller) you might find this post to fix the issue:

    http://forum.unity3d.com/threads/re...-v3-on-assetstore.206516/page-63#post-2120642

    (it's on the previous page). An user had problems with his cars passing thru tunnel entrance. But the script itself didn't solved all his problems because collider and rigidbody should be placed on the same object. So - you can test it with a ball (rigidbody+collider on the same sphere game object) that should be able to pass thru hole if you setup it like on my video. If your setup is more complex you'd probably need to tweak the resolving script (disabling/enabling collisions of proper colliders set against the terrain).

    I'm not aware about such issue. They ligitimately write into depth and doesn't modify vertex positions inside shader, so they all should work fine with post FX fog.

    If the shader that throws the error is RTP's one (I can't tell because it's Unity4 and we can have overriden default Unity terrain shader as well) I guess it might have something to do with "classic fallback". Try to comment out or remove lines 600 - 920 (it's from Classic fallback comment to the // EOF classic fallback). Which features do you use ? I haven't experienced this. Anyway - it's intended for very old GPUs (SM2.0) so it won't hurt if it just doesn't work (when you remove this) - it wouldn't give RTP shading anyway on this shading level.

    Tom
     
  13. tomaszek

    tomaszek

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    I'll probably need to rethink collision solving in next updates. The problem is that currently I'm pretty busy with my other shader release.

    Tom
     
  14. DivergenceOnline

    DivergenceOnline

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    After using RTP for over a year now, i'm starting to suspect that, although I can't imagine it would be true, something I'm trying to do that seems incredibly simple, might not be something RTP is capable of doing, so I've decided to post the question here to get an official response before i spend any more time on it.

    The world is a series of continents. Desert, Forest, Ice, etc. Each continent is a prefab, made up of 4x4 terrains, each in their own scene and obviously with different RTP settings for each.

    The problem is when we try and combine them in the main scene, RTP doesn't seem to want to use more than one of them correctly.

    it's almost as if you can only have one instance of RTP going and thus one biome for you game.

    Surely this isn't true, right?
     
  15. tomaszek

    tomaszek

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    What you probably need is grouping - put your continents on one scene but place them in separate transform parents (groups). If they work fine on separate scenes, they should work fine on one scene but each group will have it's own setup ("global settings holder" object).

    Tom
     
  16. DivergenceOnline

    DivergenceOnline

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    Are you talking about separate game objects as parents? Because if so, that's what they already are and it isn't working.
    If you select any individual terrain in the scene, in the layers tab you'll see all the layers from all the terrains, even the ones with separate game object parents, all piled together and messed up.
     
  17. Kamil_Reich

    Kamil_Reich

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    Thanks for respond. Sadly everytime now Unity crashing when I open any scene, even in other projects or new test project :( Will try when it will end.
     
  18. tomaszek

    tomaszek

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    I believe grouping works when we add terrain by terrain (iReliefTerrain script added to the terrain checks if it's in the separate group). Maybe something went wrong when it came to merging continents ? Could you try to check the grouping "by hand" ?

    Tom
     
  19. jc_lvngstn

    jc_lvngstn

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    I have a single prefab I use for a terrain "chunk", and create multiple instances of that.
    However, bump and height maps are not working. I have to manually select the prefab and hit the Refresh button on a layer's normal and height map in order for them to take effect.

    In my code, I tell the ReliefTerrain script to RefreshTextures(), this does not address the issue. I also tried doing the same with the ReliefTerrain.globalSettingsHolder.Refresh(). Still no luck.

    Any thoughts on this?
     
  20. tomaszek

    tomaszek

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    rtpInstance.globalSettingsHolder.RefreshAll();

    is supposed to output all params and textures into terrain shader material (+ a few globals). Combining normals into pairs and heightmaps into quads (4 layers = 1 combined heightmap RGBA used by shader) is editor process. But if they are the same for all your terrain chunks maybe you should save them first in RTP/combined textures/normals and RTP/combined textures/heights to not loose references to them when working with prefab ?

    Tom
     
  21. jc_lvngstn

    jc_lvngstn

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    Thank you for the quick reply, Tom! I'll check that.
     
  22. kaarme

    kaarme

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    Why does it look like this in close distance?
     
  23. tomaszek

    tomaszek

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    The screenshot is quite small I don't know what are you really refeing to. Anyway I see it's probably redered in deferred and you need to tweak specularity params for layers (and specular color in RTP/Settings main) to get more correct look on the grass.

    Tom
     
  24. Duffer123

    Duffer123

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    @ tomas,

    I've bought RTP and will read in to the generous documentation. Just to ask though, if I do nothing more than apply your shaders to the bog-standard Unity 5.x free water assets, they add caustics and flow - do your shaders deform meshes to make waves though etc?
     
  25. tomaszek

    tomaszek

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    Water in RTP is only kind of shallow water than can flow down the slopes measured with global normal vector of terrain surface rendered. No deforms on on any water system available. It's 35rd party omponent in relation to RTP.

    Tom
     
  26. kaarme

    kaarme

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    Ok. It works normally with the old first person controller, but when I tried to attach the qualitymanager from the viking demo, terrain gets this weird specularity error in close distance. Only difference between the cameras seems to be that old one uses forward and new one player settings.

    EDIT: Setting it to forward fixes the problem. It doesn't work with deferred. Could you explain why?
     
    Last edited: Jun 5, 2015
  27. tomaszek

    tomaszek

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    It works in deferred but PBR rendering pipeline is Unity's not RTP which is present also in Unity4 since RTP3.0. Look at my previous posts about this. I explained the difference many times. You need to tweak PBR properties to get similar look in deferred.

    Tom
     
  28. Autarkis

    Autarkis

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    Hi Tom,
    Question for you regarding the integration between RTP and Terrain Composer. Is there a way to make the tessalation work through terrain composer? I know that you have helped Nathaniel with the integration, and since my question is on the RTP side of things, i figured you'd be the one that could point me in the right direction.
    I know how to do it through the RTP script attched on the terrain and the generated map, but with TC, with many terrains in the scene it's going to be a pain to have to go through every single terrain and manually set it up. Since most of the other operations are streamlined between the two plugins, maybe I'm not just looking in the right place?
    Any help greatly appreciated, thanks again.
     
  29. tomaszek

    tomaszek

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    That's the request you should rather ask Nathaniel. I believe he will introduce tessellation height&normal map generation at some point in TC, but as far as I know he's super busy now with some super urgent and fascinating job :).

    Tom
     
    Last edited: Jun 7, 2015
  30. Autarkis

    Autarkis

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    Thanks for the quick reply Tom, and keep up for great work, love your product :)
     
  31. Kamil_Reich

    Kamil_Reich

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  32. thomokon2014

    thomokon2014

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    Thanks for all support Tom,
    I run the Demo scene in Unity 5.0.2f1 , and receive message:
    "Can't access alphamapTexture directly..."
    How i can fix this ?.
    Thanks.

    **Update
    The answer given to the previous page.
    Sorry but I have not seen.
     
    Last edited: Jun 9, 2015
  33. snacktime

    snacktime

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    Hey Tom, was wondering if I could get some advice on best ways to integrate a runtime world building system I have with RTP.

    I was getting ready to release this on the asset store,the actual building part is polished and ready to go. But I was thinking what would make this stand out, so I added the ability to dig/carve into terrain and build underground.

    Currently I have the basics in place and need to refine a few things. I'm using depth masks. Basically where you dig into the ground there is a plane molded to the terrain at +0.01 with the depth mask. Then the first block layer is also molded to the terrain. I'm using 1x1 blocks in this pic, but the system supports anything.

    Interested in any ideas you might have. The full system supports persistence, arbitrary models for building, territories, destructable models, all sorts of stuff. And I'd like an RTP mode to really make the underground stuff shine. I've played around with the RTP hole cutting and geo blending a bit, but figured as the author you might have some pointers on how make best use of RTP here.
     

    Attached Files:

    • dig.png
      dig.png
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  34. Sheanobi

    Sheanobi

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    Hell Tomas. I wanted to touch base with you and ask a question. I am receiving an error message now that i have updated to unity 5. I know nothing about coding as I am just starting this process.
    Can't access alphamapTexture directly...
    UnityEngine.Debug:LogError(Object)
    ReliefTerrain:GetControlMaps() (at Assets/ReliefPack/Scripts/ReliefTerrain/ReliefTerrain.cs:464)
    ReliefTerrain:RefreshTextures(Material, Boolean) (at Assets/ReliefPack/Scripts/ReliefTerrain/ReliefTerrain.cs:273)
    ReliefTerrain:Awake() (at Assets/ReliefPack/Scripts/ReliefTerrain/ReliefTerrain.cs:190)

    Can you please help me solve this. I have tried re-importing the asset. Outside of deleting everything and starting over (which I would like to avoid) I don't know what to do here.
    Thank you sir.
     
  35. tomaszek

    tomaszek

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    U5.0.2 + RTP3.2f is free of this issue. Haven't tested on U5.1 but should work fine, too.

    Tom
     
  36. Sheanobi

    Sheanobi

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    Well that's strange. I have U5.0.2, and RTP 3.2... I guess I'll just have to start the whole process over because that error keeps popping up. I'll ping you again if it persists after that.
     
  37. DivergenceOnline

    DivergenceOnline

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    I'm still working on that previous issue Tom, holding off asking for more help until i've exhausted all attempts on my own based on what you said last. But here's another thing that I'm unable to get around;

    I know RTP refuses to have separate tiling for separate textures, but i assumed the "independent tiling" feature fixed that. Only recently did i find out that has nothing to do with what I thought it meant.

    With RTP as it is, unless you tell me how to get around it, I see only two options.
    1. Set the tiling low, around 4, at which half of my textures look appropriate, such as the grass underfoot, and larger textures such as the rock face ones, look terribly squished.
    2. Set the tiling high, around 20, at which point, all larger rock textures look ok, but the underfoot textures become stretched and look terrible.
    I know it's "more efficient" but I really don't see how you could hard-limit people on something as necessary as this. They need to have separate tiling. How do I get around it?

    Thanks.
    Unity 2015-06-09 00-34-27-65.jpg
     
  38. tomaszek

    tomaszek

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    I believe you need to prepare your detail textures with the same detail level and resolution (thich is necessary anyway by RTP). Then use as small tile size as possible to have detailed look up-close. Then - at far distance (you can select where actually far distance starts) use UV blend options where you can put much larger tiling - and that tiling can be _independent_ and distinct for every layer.

    Tom
     
  39. thomokon2014

    thomokon2014

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    Thanks for all support Tom.
    In Unity 5.0.2f1
    keys in (_appControlerTerrain):
    F (hold) - freeze camera
    , / . - change camera position,
    do not respond. Is there any help ?
     
  40. Unlimited_Energy

    Unlimited_Energy

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    I am having an issue with the textures. When I try to add textures and then paint my terrain, I cannot paint anything. It does not "lay down" the texture. any idea what could be wrong....it just stopped working all of a sudden....I reset unity and still I cannot paint anything. I even deleted all my textures and then added them again and still I cannot paint with them...
     
  41. ksam2

    ksam2

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    I have below error with Unity 5.1.0

    Can't access alphamapTexture directly...
    UnityEngine.Debug:LogError(Object)
    ReliefTerrain:GetControlMaps() (at Assets/ReliefPack/Scripts/ReliefTerrain/ReliefTerrain.cs:464)
    ReliefTerrain:RefreshTextures(Material, Boolean) (at Assets/ReliefPack/Scripts/ReliefTerrain/ReliefTerrain.cs:273)
    ReliefTerrain:Awake() (at Assets/ReliefPack/Scripts/ReliefTerrain/ReliefTerrain.cs:190)
     
  42. tomaszek

    tomaszek

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    cam freezing is placed in my MouseOrbitCS.cs script in RTP. Does it compile w/o errors ? What version of Unity you're testing this on ? On my side it just works (U5.0.2). Will test all my stuff on U5.1 later on.

    Check if the problem is RTP related. I mean - try to paint something on a terrain that uses standard shader. If it works go to RTP/coverage/control maps. Click on control texture and check if it refers to the alphamapTexture of terrain data (Unity's terrain asset object) that is used for rendering. Maybe it got stucked at some point and RTP uses controlmaps that are textures different than those stored in terrain data. It's just a quick thought.

    Newest RTP should _fix_ (edit) this issue. You can also change the binding from NonPublic to Public in the line that produces the error in ReliefTerrain.cs script - if you don't like to install RTP3.2f.

    Tom
     
    Last edited: Jun 11, 2015
    ksam2 likes this.
  43. ksam2

    ksam2

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    Thanks but I'm using 3.2f.
     
  44. thomokon2014

    thomokon2014

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    I tried it in version U 5.0.2 and U 5.1.0.
    I use the new FPSController from Unity.
    I do not receive any compiler error
    They do not work:
    Period & comma: (change cam position)
    F (hold): Freeze cam.
     
    Last edited: Jun 11, 2015
  45. tomaszek

    tomaszek

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    Maybe Imistaken some conditional compilation depending on #if UNITY5... version in script. Sorry :). But I hope you can quickly fix the issue manually I told in previous email.

    Maybe another (FPSController ?) takes precedence over keyboard events and "eats" them. Can't tell. This is, however minor issue, not quite related to what RTP is supposed to do. Have you tried this on fresh project ? If it works some of other pacakges probably intereferes.

    Tom
     
    ksam2 likes this.
  46. Autarkis

    Autarkis

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    Hey Tom,
    is there a hard set limit on how many meshes you can do the geometry blend on at the same time? Your video shows five, which works great, I havent seen any trouble with a few more selected, but more than 20 ( i dont know the exact number, it seems to vary with what meshes im selected) it just won't do it anymore ( no cut , no tri removal, no blending, no flattening.)
     
  47. ksam2

    ksam2

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    It's a real cool asset. I have another question. Do you think Forward method is better for outdoor environments and Deferred for Indoor?
     
  48. tomaszek

    tomaszek

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    Do you mean the number of geom blend objects in the scene and geom blend script stops working ? Maybe it's related to how many triangles you try to staticaly merge like shown on my video. Does RTP throws any errors on the console ?

    In forward we've got better control over lighting. In deferred we can have several lights in the scene without that huge performance impact comparing to forward. If your outdoor scene has one directional light (the sun) I guess it's probably still better to use forward because rendering to MRT and solving this one light would be a bit more expensive. With more lights - deferred is the winner. In case of RTP there is however difference in PBR rendering, so you should decide it first, because switching between forward and dfeferred in RTP means a lot of tweaking parameters to get similar look.

    Tom
     
    ksam2 likes this.
  49. kaamos

    kaamos

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    Hi! I have a small frustration with RTP right now... using terrain and world composer (or not, for that matter), RTP no longer renders my colormaps at all since upgrading to unity 5.1. To be clear, this was working previously without any special effort on my part, and colormaps seem to work correctly when I just use world and terrain composer on their own with no RTP. I have corrected the code to solve the alphamap issue mentioned in a few of the previous posts too...

    Thanks for your help :)
     
  50. tomaszek

    tomaszek

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    I've just installed RTP3.2f from assetstore on my new U5.1.0f3 install and it works. Could you check my example scene or test it on fresh project ?

    Tom

    P.S. RTP3.2f version from AssetStore is fine, but has one issue - verinfo.txt file still consists "RTP3.2e" but this is only version descriptor in my package which is wrong (forgot to change it to 3.2f in txt file)