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Assets SENTIERI - [BETA 0.5] - Terrain Procedural Path Creator for Roads, Rivers and more

Discussion in 'Works In Progress' started by antoripa, Nov 27, 2016.

?

Would you like to see a dymic terrain blend in real time while you are in Edit Mode ?

  1. Yes

  2. No

Results are only viewable after voting.
  1. virror

    virror

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    I guess your not forced to add everything at once either in the first release. Sometimes its better to hold some features, get the product out and then add them as updates instead.

    Lakes looks great so far, a very good addition imo : )
     
  2. AdamGoodrich

    AdamGoodrich

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    Actually I tend to concur with this. Few better things. A roadmap and less stress on you to deliver.
     
  3. antoripa

    antoripa

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    That^s a valid option. Thanks
     
  4. kurotatsu

    kurotatsu

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    I can't express how hard it is for me to find that step away point, but Tim from Ootii once said something to me that still resonates to this day "It's better to put something out at 90%, than to never put it out trying to reach 100%".

    That really helped me with AI Warrior, were I now pick say 4 features in my list, work on them(and only them) get them polished and tested and release, then start again(it's hard to create a self imposed tunnel vision, when designing systems, as we tend to focus on the spectrum of how all the systems will work in unison.).
     
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  5. virror

    virror

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    Yeah, its hard. But i also think its a really good learning experience : )
     
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  6. antoripa

    antoripa

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    In the title for this thread I wrote "Terrain Procerual Routes Creator for Roads, Rivers and more" ...
    That's just a small example of "more" .... City wall with entrances spawned aroud
    I hope you enjoy the below shots
    upload_2017-2-18_18-26-47.png


    upload_2017-2-18_18-23-43.png
     
    Last edited: Feb 18, 2017
  7. Knightmore

    Knightmore

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    Yeah horse racing tracks :p
     
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  8. one_one

    one_one

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    Nice! Are the meshes actually deformed or simply repeated along the path?
     
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  9. antoripa

    antoripa

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    Thanks ...Mesh are simply repeated along the path so far...;)
     
  10. one_one

    one_one

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    Ah, alright. Looks to be pretty useful for stockades. Any plans to make wall placement work extrusion-based, too? Dynamic and smart placement during run-time with extruded walls (and the possibility to have gates and towers) would be really amazing.
     
    antoripa likes this.
  11. antoripa

    antoripa

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    Thanks.
    I am evaluting to add further features to extrude meshes along the spline. But in first releases I am going to be focus on more common features -
     
    one_one likes this.
  12. longroadhwy

    longroadhwy

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    When I was looking at the picture of this tool I see a license activation button. It appears on the same line as Help | License Activation | Website | About. Is this license activation for your beta testing team?
     
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  13. antoripa

    antoripa

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    Hi all,
    nice point. That toolbar was just a test looking for the best layout. I write random stuff in the button caption.
    So please do not consider that.
     
    kurotatsu likes this.
  14. jwilliamsen

    jwilliamsen

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    So, I may have missed it, but will there be a tool for simple footpaths as well? i.e. would I be able to create a spline path and just flatten that path over rolling hills - maybe dig down in one area and raise it above the local terrain in another - or skirt along a mountainside? Surprisingly, there is no tool out there (that I've found) that can do a simple footpath - seems everything wants to generate meshes ... and yet doing a simple curved ramp footpath is almost impossible with Unity Terrain ...

    Anyway, looking forward to the release :)
     
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  15. antoripa

    antoripa

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    Yes.. You can simply create a spline path and flat terrein below changing the terrain texture as well.
     
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  16. khos

    khos

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    Fantastic work, hope we can get to try the beta or buy soon, I'm looking for this type of plugin for so many different uses!
     
    antoripa likes this.
  17. longroadhwy

    longroadhwy

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    antoripa likes this.
  18. antoripa

    antoripa

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  19. longroadhwy

    longroadhwy

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    Road Architect was one of the first unity assets I purchased. One of the main things I liked was ton of side objects (road signs) that were available with it. I also requested support for roads and signs that you would normally only find at an airport and runway/taxiway generation too. The developer was looking into adding support for that at one time.

    I was always hoping for the option for run-time generation of roads with that tool. But your tool will solve that issue. :)

    In addition to racing track Gaia stamps it would be cool to have Airport stamps (just the roads/taxiways/runways part) too. I like adding your long requested feature list. :D
     
  20. TorOle

    TorOle

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    What's the status? And more info about the splatmap support togheter with Gaia? :)
     
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  21. antoripa

    antoripa

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    Hello.
    thanks for asking. I am polishing the code and finalizing the UI.
    My plan is kick oft beta session as soon as possibile....I consider beta test really important as feedback comes from expert users and it will help to release a robust and usefull asset.
     
  22. khos

    khos

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    Awesome, hope to you can release it soon.
     
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  23. antoripa

    antoripa

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    Hello
    a quick screenshot of a work in progress with Sentieri ...Terrain is 2.5Km X 2.5Km .. it's from Mexico .. Leon area ... track is for rally car ...lenght is around 5Km ...it's a real track .. created from satellite images ... that comes from a WIP for a new game that will be on Steam in next few weeks ..
    .
    screens.png
     
  24. TorOle

    TorOle

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    Looks great and thanks for info :)
     
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  25. khos

    khos

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    Cool, looks nice, may I ask what your game is, could you share a link?
     
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  26. antoripa

    antoripa

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    I will do as soon as game is live in the next few weeks ...
     
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  27. Zac-Yeates

    Zac-Yeates

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    Can this tool used be used to make rivers that will always flow downhill, whilst still conforming to the terrain and natural looking?
     
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  28. antoripa

    antoripa

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    Of course ...that's for a realistic river ...and even the edges will be natural and always the same profile like in a road
     
    Teila likes this.
  29. antoripa

    antoripa

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  30. TorOle

    TorOle

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    Nice, so I take it will work togheter with Gaia and then update the clutter map to fit the road? So now both the textures blend and levels the road but also the vegetation? Great stuff :)
     
  31. antoripa

    antoripa

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    working on optimitazion for offroad terrain trying to give more realism .. the below does not use any shader to resolve z-fighting issue and give a realistic shape to the road

    upload_2017-3-27_11-11-36.png
     
  32. antoripa

    antoripa

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  33. LennartJohansen

    LennartJohansen

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    Looks great
     
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  34. TorOle

    TorOle

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    Looks good :) One thing do, in the picture about the road intersecting the mountain - at the edge the. Is it the road part that does the blend our outside of road? If it is the road path the spike is a bit of a problem as it would cause mayhem on a race track, but if it's the outside terrain that "blends" or smooths then it is ok :)
     
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  35. antoripa

    antoripa

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    If you are pointing the left top side edge of the mesh, I put that there to show how it can wrap the terrain following the shape
     
  36. TorOle

    TorOle

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    Thanks for reply :) If you see the picture, the area highlights; Is that part of the road or the terrain? What I mean, if it's the road, shouldn't that blend happend one polygon to the left and not on the road? If the road get's uneven it is a bit of a problem.
     
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  37. antoripa

    antoripa

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    Yes .. I did that .. it won't happen .. .
    I shifted the mesh to left side to see how follow terrain shape ..if you see other points and even other picture there is not that .... anyway thank you to point that .. I agree with you :)
     
  38. khos

    khos

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    Please release it now :)
     
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  39. antoripa

    antoripa

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    we are really close to the release ...it's gonna be in April ...
     
  40. antoripa

    antoripa

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    Tying to push quality with easy workflow ..

    upload_2017-4-2_23-50-39.png
     
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  41. antoripa

    antoripa

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    I know that blending on the tread marks looking too straight (no blending) so it's a bit unnatural. But I like this view.


    upload_2017-4-3_0-1-33.png
     
  42. IO-Fox

    IO-Fox

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    Looks promising. Keep up the outstanding work!
     
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  43. antoripa

    antoripa

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    Hello everyone..
    I am really focused on close beta package working 12 hours per day .. but it's so exciting and I look forward to releaseing ..but I am not updating the trello project ...I apologize for that ...
    I prefer to share here with all progress ...
    Adding multi tile terrain support ...I am trying to automize that in case you add new terrain or change any setting related to the lanscape .. so I am going to introduce an automatica manager for "Sentieri Landscale" that will sync all the information reducing to the minimum any need for manual operation to dynamically handle multi tile terrain,,

    upload_2017-4-7_9-15-1.png
     
  44. khos

    khos

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    Cool!
     
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  45. antoripa

    antoripa

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    Trying to push perfomance up .....
    2.5Km x 2.5Km .. just fix 2 points ..see a purple dotted line, keep your eyes on that.. .and let's rock ...

     
    Last edited: Apr 9, 2017
  46. Steve-Tack

    Steve-Tack

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    To anyone watching the video, I'd recommend watching full-screen. I couldn't tell what was going on in the embedded video, since the purple line is hard to see. Seeing the purple line (route) change instantly is pretty impressive!
     
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  47. antoripa

    antoripa

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    Lake and rivers network ....welcome to Sentieri World ...
    upload_2017-4-13_10-19-7.png
     
  48. SyGem

    SyGem

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    That looks lovely! Do you have any screenshots or video showing how roads join together? Your roads look great, but I haven't seen any junctions yet. How would this handle a junction with 4 or 5 roads, all at different angles?
     
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  49. TorOle

    TorOle

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    Looks very good! :) Remember to have some tutorial videos ready at launch for us retards on how to use the tool(s) ;)
     
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  50. Arkade

    Arkade

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    Hi Antonio
    Still looking great! If you're still taking applicants, please add me to your beta list! I was thinking about this asset while mountain biking earlier -- yeah, you know where I was going ;-)
    Is Terrain Composer 2 integration still a thing? I assume if not, Sentieri would be able to path/trail/etc on the output from TC2? (Assuming it's not changing dynamically!)
    Thanks and keep up the good work!
     
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