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Discussion in 'Assets and Asset Store' started by SJAM, May 15, 2011.
hey i want complete version its not on unity store :s i want the full version and demo
Have you buy the verison on AssetStore ? it's not free ^^
If yes, send me by mail your Invoice number, and I send you the complete version of T4M BE.
kindly send me the link
DEMO : http://azert2k.fr/T4MBE/download.php
T4M on AssetStore : http://u3d.as/content/systems/terrain-4-mobile-system/1Ec
Personally I really like the new design - the banner on the left and the buttons. They look really stylish and professional!
I don't think there's a need to change anything.
Thank very much !
T4M BE Thread : http://forum.unity3d.com/threads/123282-T4M-Black-Edition?p=841892#post841892
It's a great tool, and I love using it. The one problem is that for a current project I am working on, I need the old version that worked in Unity 3.4. I recently bought the tool today. When I put it in my cart in the Unity store, it was the old build, but after I purchased it, the Unity store was already updated with T4M Black Edition, which I'm not able to use. It's too late in the project to update to Unity 3.5. Is there any way I can get the old build that worked in Unity 3.4?
Ok, send me your email at : firstname.lastname@example.org please I will send you T4M 1.53
Hi, I'm converting an Unity terrain with the highest possible resolution of 350x350 to further modify and optimize the geometry in an external application. Why does it get split into 4 parts? Can I combine them into one part?
Can I redo the UV layout after I finish sculpting the terrain in an external application and paint the textures later in T4M?
Hi, in fact Unity don't like meshes with more than 60k of vertices, and it split the geometrie. It's not the T4M.
Yes you can modify geometrie after conversion in your favorite 3D sofware, you can set new Uv too. But if you merge vertices in your sofware, when you reimport in Unity, it will split again your meshes, so I think you must keep split part.
After reimportation, you neet to convert again each part pn T4M (don't worry, in this case, the T4M don't modify your mesh)
Hi! will this work if I just keep the terrain flat (like for 2d strategy games) and just paint the splat map on - will the performance be nice on mobile systems, especially slightly older ones like the ipad1?
Hi, yes you can use a simple plane. Try the demo : http://store.azert2k.fr
Je regrette that I've forgotten pretty much all the French I learned at school so I'll have to ask you this question in my native tongue, apologies.
I bought your T4M plugin (which is excellent by the way) although a project I'm working on requires an Open GL ES1.1 compatible shader that we can also plug our own lightmap into (we need to use our own UV2 channel as opposed to just using Unity's Beast lightmapping) while still allowing us to blend two textures on the main UV channel. My shader scripting is on par with my French so I was hoping that you (or somebody else here) could post up the code for, say your "T4M 2 Textures GLES1.1" shader, except with the addition of being able to add your own lightmap.
It would be much appreciated and, regardless, thanks for a very handy plugin.
I have an idea about that make a new shader with independ Lightmap... not only beast lightmap.
FOLLOW THE BLACK EDITION THREAD HERE
I'm interested in purchasing your pack, downloaded the demo, but noticed that all of the actual T4M scripts are compiled into a DLL. For the full version, is this the same, or do we get the full source for all of the components and scripts in the package?
Thanx in advance,
As this is not an asset but a tools, the scripts are compiled in both versions... but I think maybe soon, I will release the codes.
If you release the source for the pro version that would be super! merci.
I have a few things I like to tweak the values from and at the moment I can't because all it baked into a dll.
Do you have an unlit opengl es 1.1 shader please? Or can you explain how to make it if it is possible
No problem, I know you want it, since a long time
In the shader, you have this :
just replace by :
FOLLOW THE BLACK EDITION THREAD HERE
Quick question. If it has been asked before, my appologies.
Is there a way I can change the resolution of the mask texture? Right now whatever I do it is always at 512x512.
Is there any way to set it to 1024x1024 or more?
For large terrains this looks awful. I know I can split the terrain in several meshes but I'd prefere to keep 1 material and not several.
With a map at 1024x1024 the terrain would look much much better.
If I use the evaluation version for development, will there be any issues when I purchase the full version ? i.e., will the full version have any behavior different than the evaluation one?
First a question. Can I use T4M on more than one object in a scene?
Next the issue:
I have painted my terrain and now I loaded another smaller mesh and when I convert it to T4M object I can't seem to paint on the object. The first texture gets loaded on mesh but other textures loaded will not paint onto object. All I see is an odd shaped brush going over object.
Any ideas to help?
Using Unity 3.5.7 so I assume not using the Black Edition ...
I have been fighting a tough brawl against draw-calls for a very long time.
I then discovered T4M, just like a light at the end of this endless struggle.
Then I discovered its not compatible with Unity 5.