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Terrain Composer2 a next generation GPU powered terrain tool.

Discussion in 'Assets and Asset Store' started by eagle555, Sep 16, 2012.

  1. eaque

    eaque

    Joined:
    Aug 20, 2014
    Posts:
    764
    stay safe don't dive!!;) keep away!!

    depending on your needs we can give you our thoughts about terrain editors : to me
    Landscape Builder, Map Magic
     
    magique and Rockwall33 like this.
  2. Rockwall33

    Rockwall33

    Joined:
    Mar 4, 2016
    Posts:
    186
    Unfortunately I bought tc2 months ago. I’m on your boat :p

    But since we should respect this thread. I’d be happy to hear them via dm.

    Thank you!
    Xalo
     
    eaque and MoribitoMT like this.
  3. Seneral

    Seneral

    Joined:
    Jun 2, 2014
    Posts:
    1,206
    IMO you are all being pretty unfair here.

    Sure, I do understand your frustration.
    But fact is, people have been dropping assets all the time or simply shifted priorities.
    And he still updates it to the newest unity versions. He made it rather clear by dropping the price in advance that active support will be limited in the future.
    It's unfortunate he decided to make that step, but it's understandable as well.
    It might not be the best way to go about this, but he certainly did things better than most do - just dissappearing.

    Oh, and stop whining about boycotting DRONE because he dropped TC2 support. Do you realize how childish that sounds? DRONE has the potential to be a fine game, and not only Nathaniel, but multiple other respectable asset publishers work on it.

    Again, I understand your reaction, I don't like it either, but I don't think your reaction is anywhere near appropriate.

    Let's just finish this by saying:
    Be warned that active support IS dropped - But to my knowledge it is still maintained. Only buy this when you can solve some stuff yourself.
    @eagle555 Might need to put that on the AS front or similar - don't want people expecting support they will not get, in that regard they are definitely right:)
     
  4. magique

    magique

    Joined:
    May 2, 2014
    Posts:
    4,030
    It is absolutely appropriate. This is the real world. Customers who don't get support from companies go elsewhere and they not only don't support those companies in the future, but they use word of mouth to tell others about their experiences. It's a natural consequence of bad business practices. It is certainly not childish.

    To be clear, though, if the author came back, apologized for the behavior and changed his ways then I would forgive him and give him another chance.
     
  5. eaque

    eaque

    Joined:
    Aug 20, 2014
    Posts:
    764
    no no actually we all jumped out a long time ago. :p;)
    Actually cause they droped the support of TC2, Horizon, MCS,...around 100 euros! :D

    First i didn't want to read Seneral message but i did and I can't help myself answering (all apologies to the mod, but :p Even him on this forum dares say that he is *really* picky about assets quality so let's say the truth out loud).

    Should i mention the price tag of MCS that went from 20 to 70 eur then 35(endless sale) then back to 45, always said on sale with a 70 or 80 eur mentioned as real price after the sale (sale that lasted till now!!!!) then back to 20???
    Those things should be mentioned too...And i never opened my mouth to tell how i hated this pricing yoyo...


    i'm gonna tell you what's childish:

    -I was childish when i bought TC2 at a time when i was still on U4 so i didn't need it at all. I bought it to support a great author of a great asset TC.(with a too fantastic video trailer for TC2). I was childish when i gave my money for free cause i might have played with it 1h....Never asked a refund as a support.

    -I was when i bought MCS on the first week to support the Author in his Drone journey

    Before all that collapsed i never had any bad word on the forum, not a bad review! That would have been childish!
    But After all this time things change so am i.

    I still wish them success and fortune with Drone:). But am I allowed to say that i won't buy it to support them?

    I'm not a Bank, i don't like drones in real life :pand i hate shooting games...Is it more mature like that?
    You'd better think of all the bad reputation that makes on the store and people get more "picky" when spending because of those experiences.
    When it's great let's say it when it's crap, same thing.

    Peace out:p;)
     
    dsilverthorn, ftejada and Raul_T like this.
  6. eaque

    eaque

    Joined:
    Aug 20, 2014
    Posts:
    764
    Is it a joke?
    You remind me that i never left a review for TC2, gotta do it:)
     
    Raul_T likes this.
  7. llJIMBOBll

    llJIMBOBll

    Joined:
    Aug 23, 2014
    Posts:
    578
    using 2018.2 and in a build runtime generation wont work and i get a ton of errors saying it cnt find a mask texture

    Code (CSharp):
    1. DirectoryNotFoundException: Could not find a part of the path "C:\Users\James\Desktop\Resilience Wave Survival_DataAssets\TerrainComposer2\Examples\Stamps\Masks\RawFiles\FlattenMask.raw".
    2.   at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00164] in <f2e6809acb14476a81f399aeb800f8f2>:0
    3.   at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) [0x00000] in <f2e6809acb14476a81f399aeb800f8f2>:0
    4.   at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
    5.   at System.IO.File.OpenRead (System.String path) [0x00000] in <f2e6809acb14476a81f399aeb800f8f2>:0
    6.   at System.IO.File.ReadAllBytes (System.String path) [0x00000] in <f2e6809acb14476a81f399aeb800f8f2>:0
    7.   at TerrainComposer2.TC_RawImage.LoadRawImage (System.String path) [0x00080] in <7ded3e8f6db645658ef10902ac42c4ef>:0
    8.   at TerrainComposer2.TC_Node.Init () [0x00130] in <7ded3e8f6db645658ef10902ac42c4ef>:0
    9.   at TerrainComposer2.TC_NodeGroup.GetItems (System.Boolean refresh, System.Boolean rebuildGlobalLists, System.Boolean resetTextures) [0x0008e] in <7ded3e8f6db645658ef10902ac42c4ef>:0
    10.   at TerrainComposer2.TC_ItemBehaviour.GetGroup[T] (System.Int32 index, System.Boolean refresh, System.Boolean resetTextures) [0x00073] in <7ded3e8f6db645658ef10902ac42c4ef>:0
    11.   at TerrainComposer2.TC_LayerGroup.GetItems (System.Boolean refresh, System.Boolean rebuildGlobalLists, System.Boolean resetTextures) [0x0001a] in <7ded3e8f6db645658ef10902ac42c4ef>:0
    12.   at TerrainComposer2.TC_LayerGroupResult.GetItems (System.Boolean refresh, System.Boolean rebuildGlobalLists, System.Boolean resetTextures) [0x0012e] in <7ded3e8f6db645658ef10902ac42c4ef>:0
    13.   at TerrainComposer2.TC_LayerGroup.GetItems (System.Boolean refresh, System.Boolean rebuildGlobalLists, System.Boolean resetTextures) [0x000fa] in <7ded3e8f6db645658ef10902ac42c4ef>:0
    14.   at TerrainComposer2.TC_TerrainLayer.GetItem (System.Int32 outputId, System.Boolean rebuildGlobalLists, System.Boolean resetTextures) [0x000c0] in <7ded3e8f6db645658ef10902ac42c4ef>:0
    15.   at TerrainComposer2.TC_TerrainLayer.GetItems (System.Boolean refresh, System.Boolean rebuildGlobalLists, System.Boolean resetTextures) [0x00046] in <7ded3e8f6db645658ef10902ac42c4ef>:0
    16.   at TerrainComposer2.TC_Generate.RefreshOutputReferences (System.Int32 outputId, System.Boolean refreshPreviewImages) [0x00014] in <7ded3e8f6db645658ef10902ac42c4ef>:0
    17.   at TerrainComposer2.TC_Generate.MyUpdate () [0x000bc] in <7ded3e8f6db645658ef10902ac42c4ef>:0
    18.   at TerrainComposer2.TC_Generate.Update () [0x00000] in <7ded3e8f6db645658ef10902ac42c4ef>:0
    19. (Filename: <f2e6809acb14476a81f399aeb800f8f2> Line: 0)

    EDIT! Works In 2018.2 Editor and Runtime

    If you need for runtime and get error like above, make sure the mask is in a Resources folder and the .raw file is renames to .bytes. For me this worked.

    Also using this didn't work
    Code (CSharp):
    1. TC.AutoGenerate();
    but this did
    Code (CSharp):
    1. TC_Generate.instance.Generate (true, 6);
     
    Last edited: Nov 23, 2018
  8. nomax5

    nomax5

    Joined:
    Jan 27, 2011
    Posts:
    365
    I agree as an example of good support and to illustarate my point:
    In 2014 I purchased SUIMONO Water System and recently I had a question for the Author. So I went on to dedicated forum at tanukidigital and within 10 minutes I had a replyl

    Was this guy or gal checking the forum every 10 minutes 3 years? ... No he's / or she has set up some sort of Alert Support facility to support the their product. This is just the sort of thing I look for before I make a pourchase on the asset store.

    Perhaps it is time to have a 5 star rating for the Developer instead of just product level.

    If I buy a toaster for $30 I get support or my money back by law....

    There had my rant ....ahhhhh
     
    Rockwall33, ftejada and dsilverthorn like this.
  9. jjobby

    jjobby

    Joined:
    Nov 28, 2009
    Posts:
    161
    Do you have any recommendation for other Terrain Tool?
     
  10. iddqd

    iddqd

    Joined:
    Apr 14, 2012
    Posts:
    503
    Map Magic is amazing.
     
    malkere likes this.
  11. magique

    magique

    Joined:
    May 2, 2014
    Posts:
    4,030
    Landscape Builder
     
    Willbkool_FPCS likes this.
  12. syscrusher

    syscrusher

    Joined:
    Jul 4, 2015
    Posts:
    1,104
    I've been very happy with World Creator Professional. For some reason it got some negative reviews, but honestly I don't understand why because the dev has been extremely responsive to my support requests (even to the point of making a custom version to work around a Mac OS bug that wasn't his fault).

    I like both Terrain Composer 2 and World Creator Pro, for different types of projects. TC2 excels at fully-procedural terrain, when you want a large land mass with realistic but not hand-drawn features. WCP isn't quite as good at fully-procedural worlds but has a very nice embedded feature for roads, paths, rivers, and paths and other hand-drawn features. My opinion is WCP for small to medium maps where you want a mostly-procedural map with some hand-drawn areas for important parts of the game, or TC2 for fully-procedural vast areas where you don't need a lot of hand-tuned control (such as in a flight simulator). YMMV.

    I have recently acquired Map Magic and Gaia (I didn't really "need" either but got them almost for free as part of a larger asset bundle). I haven't yet used either of those, so I can't compare them to the ones I have tried.
     
  13. llJIMBOBll

    llJIMBOBll

    Joined:
    Aug 23, 2014
    Posts:
    578
    TC speed, MapMagic editor/streaming, Gaia Ease
     
    syscrusher and malkere like this.
  14. yumianhuli1

    yumianhuli1

    Joined:
    Mar 14, 2015
    Posts:
    92
    Hi!
    Is there a example for terrain generation at runtime by using script?
     
  15. Andreas12345

    Andreas12345

    Joined:
    Oct 17, 2013
    Posts:
    526
    I have Terrain Composer 2 and WorldComposer. In TC1 i have the World icon in the menu to use world composer.
    I want to use Worldcomposer with TC2 that i can directly use the generated terrains. Is there a hint i missing? I found also no binding in the documentation!?
     
    Print3d likes this.
  16. Print3d

    Print3d

    Joined:
    Oct 22, 2017
    Posts:
    35
    Also, does anybody know how to use this feature?

     
    Flurgle likes this.
  17. kepesh

    kepesh

    Joined:
    Dec 29, 2017
    Posts:
    92
    My project using 2018.3 crashes when TC2 is installed. Does it work for anyone else in 2018.3?
     
  18. Flurgle

    Flurgle

    Joined:
    May 16, 2016
    Posts:
    389
    @Print3d I was also wondering this. Also, does anyone know if there is an alternative tool for this kind really intuitive type of splat/vegetation map generation based on an image?
     
  19. malkere

    malkere

    Joined:
    Dec 6, 2013
    Posts:
    1,212
    MapMagic
     
    Flurgle likes this.
  20. _met44

    _met44

    Joined:
    Jun 1, 2013
    Posts:
    633
    Hey fellas, anyone knows a trick to get 2 distinct TC runtime generated terrain to be there simultaneously ?

    Also if someone is good at this and currently available, please leave me pm and we'll talk some more !
     
  21. Darren-R

    Darren-R

    Joined:
    Feb 11, 2014
    Posts:
    66
    I've just had a go in the release version of 2018.3 today and TC2 looks to work for me.
    I only tested if height maps worked and it did. So I've not tested it a lot but no crash for me as yet.

    (this is a 2017 LTS project converted to 2018.3 not a new project so I haven't imported it from the asset store)
     
  22. BrandStone

    BrandStone

    Joined:
    Jul 21, 2014
    Posts:
    79
    I have TC2 in my project (2018.3) but I don’t use it anymore to generate terrain because it stopped working a long time ago. No crash though...

    This is a good reminder for me to delete it...
     
  23. syscrusher

    syscrusher

    Joined:
    Jul 4, 2015
    Posts:
    1,104
    I wonder if the developer would consider handing over the asset to a member of the community for ongoing maintenance, or perhaps making it a free asset with community-based support on GitHub?
     
    BrandStone, _met44 and kepesh like this.
  24. kepesh

    kepesh

    Joined:
    Dec 29, 2017
    Posts:
    92
    +1
    Please consider this so we can keep using TC2
     
  25. Rockwall33

    Rockwall33

    Joined:
    Mar 4, 2016
    Posts:
    186
    +1

    anything to make it better, still figuring it out! I am willing to try making it better (even though I dont know much about how it works).
     
  26. _met44

    _met44

    Joined:
    Jun 1, 2013
    Posts:
    633
    I tried updating to latest unity today, and it crashes on startup now, here is the stacktrace i have in the log file:

    ========== OUTPUTTING STACK TRACE ==================
    0x0000000141C9ED43 (Unity) TerrainDataScriptingInterface::GetSplatPrototypes
    0x00000001416CDA75 (Unity) TerrainData_Get_Custom_PropSplatPrototypes
    0x0000000094AD8763 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.TerrainData:get_splatPrototypes (UnityEngine.TerrainData)
    0x0000000094AD82AB (Mono JIT Code) [H:\HexTilesSystem\HexTilesSystem\Assets\StorePackages\TerrainComposer2\Scripts\Nodes\TC_SelectItem.cs:131] TerrainComposer2.TC_SelectItem:SetPreviewSplatTexture ()
    0x0000000094AD7ED3 (Mono JIT Code) [H:\HexTilesSystem\HexTilesSystem\Assets\StorePackages\TerrainComposer2\Scripts\Nodes\TC_SelectItem.cs:118] TerrainComposer2.TC_SelectItem:SetPreviewItemTexture ()
    0x0000000094AD6C53 (Mono JIT Code) [H:\HexTilesSystem\HexTilesSystem\Assets\StorePackages\TerrainComposer2\Scripts\Nodes\TC_SelectItemGroup.cs:244] TerrainComposer2.TC_SelectItemGroup:GetItems (bool,bool,bool)
    0x000000007FFCFF0C (Mono JIT Code) [H:\HexTilesSystem\HexTilesSystem\Assets\StorePackages\TerrainComposer2\Scripts\Nodes\TC_ItemBehaviour.cs:349] TerrainComposer2.TC_ItemBehaviour:GetGroup<T_REF> (int,bool,bool)
    0x0000000094AD35A3 (Mono JIT Code) [H:\HexTilesSystem\HexTilesSystem\Assets\StorePackages\TerrainComposer2\Scripts\Nodes\TC_Layer.cs:201] TerrainComposer2.TC_Layer:GetItems (bool,bool,bool)
    0x0000000094AD1E84 (Mono JIT Code) [H:\HexTilesSystem\HexTilesSystem\Assets\StorePackages\TerrainComposer2\Scripts\Nodes\TC_LayerGroupResult.cs:379] TerrainComposer2.TC_LayerGroupResult:GetItems (bool,bool,bool)
    0x00000000948CFA2B (Mono JIT Code) [H:\HexTilesSystem\HexTilesSystem\Assets\StorePackages\TerrainComposer2\Scripts\Nodes\TC_LayerGroup.cs:166] TerrainComposer2.TC_LayerGroup:GetItems (bool,bool,bool)
    0x00000000948CF16C (Mono JIT Code) [H:\HexTilesSystem\HexTilesSystem\Assets\StorePackages\TerrainComposer2\Scripts\Nodes\TC_TerrainLayer.cs:179] TerrainComposer2.TC_TerrainLayer:GetItem (int,bool,bool)
    0x00000000948CE543 (Mono JIT Code) [H:\HexTilesSystem\HexTilesSystem\Assets\StorePackages\TerrainComposer2\Scripts\Nodes\TC_TerrainLayer.cs:144] TerrainComposer2.TC_TerrainLayer:GetItems (bool,bool,bool)
    0x00000000948CE10B (Mono JIT Code) [H:\HexTilesSystem\HexTilesSystem\Assets\StorePackages\TerrainComposer2\Scripts\Generate\TC_Generate.cs:221] TerrainComposer2.TC_Generate:RefreshOutputReferences (int,bool)
    0x00000000948CD8AB (Mono JIT Code) [H:\HexTilesSystem\HexTilesSystem\Assets\StorePackages\TerrainComposer2\Scripts\Generate\TC_Generate.cs:177] TerrainComposer2.TC_Generate:MyUpdate ()
    0x000000009355A027 (Mono JIT Code) (wrapper delegate-invoke) <Module>:invoke_void ()
    0x0000000093559D2D (Mono JIT Code) [C:\buildslave\unity\build\Editor\Mono\EditorApplication.cs:200] UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()
    0x0000000044E6A855 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void (object,intptr,intptr,intptr)
    0x00007FFA9098BE4B (mono-2.0-bdwgc) [c:\buildslave\mono\build\mono\mini\mini-runtime.c:2809] mono_jit_runtime_invoke
    0x00007FFA90911E32 (mono-2.0-bdwgc) [c:\buildslave\mono\build\mono\metadata\object.c:2919] do_runtime_invoke
    0x00007FFA9091AE3F (mono-2.0-bdwgc) [c:\buildslave\mono\build\mono\metadata\object.c:2966] mono_runtime_invoke
    0x0000000140BEDD7B (Unity) CallStaticMonoMethod
    0x0000000140BEDB0B (Unity) CallStaticMonoMethod
    0x00000001412D8803 (Unity) SceneTracker::Update
    0x0000000141338AD4 (Unity) Application::TickTimer
    0x00000001414953AB (Unity) MainMessageLoop
    0x0000000141497046 (Unity) WinMain
    0x000000014247897A (Unity) __scrt_common_main_seh
    0x00007FFAC1D113D2 (KERNEL32) BaseThreadInitThunk
    0x00007FFAC46754F4 (ntdll) RtlUserThreadStart
    ========== END OF STACKTRACE ===========

    It crashes on the call to "terrainData.splatPrototypes.Length". I'm looking for a solution on my end, I'll post here the fix if I find a way around...
     
  27. kepesh

    kepesh

    Joined:
    Dec 29, 2017
    Posts:
    92
    I have the same error, I had to go back to Unity 2017.4 with the hope that the developer will sometime in the future update it to work with 2018.3.
     
  28. _met44

    _met44

    Joined:
    Jun 1, 2013
    Posts:
    633
    There you go, replace those files in their respective folders, then load up the game in 2018.3.0f2 (downloaded today through the hub). I recommand replacing the files before first converting the project, otherwise it may screw up terrain data and keep crashing, was fiddly here to get it to refresh the first time.

    edit: added an extra fix for a compute buffer error that prevented nodes to refresh in some cases
     

    Attached Files:

    Last edited: Dec 18, 2018
  29. llJIMBOBll

    llJIMBOBll

    Joined:
    Aug 23, 2014
    Posts:
    578
    Hey, Thank you sooooooo much! :D
     
    _met44 likes this.
  30. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    850
    Merry Christmas everyone!
    View attachment 349942
    I had fun putting this card together and thought I would share it everyone. :)

    Snow and haze by Weather Maker
    Landscape by Landscape Builder and World Creator 1
    Clouds by Fog Volume 3
    Trees by Forest Vision
    Placement by Vegetation Studio
     
    Mark_01 likes this.
  31. Mad_Mark

    Mad_Mark

    Joined:
    Oct 30, 2014
    Posts:
    484
    The "manual placement" procedure looks like just what I need for flattening the ground when placing buildings and other objects on my terrain. Is there an actual tutorial or template for this? The youtube video is not really a tutorial as much as it is a proof of concept, and the explanation in the manual is not very clear.
     
    dsilverthorn likes this.
  32. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    850
    I’ve found this asset a bit difficult and now that the dev is busy and hasn’t been in the forum for months, I’ve made the switch to Landscape Builder. It’s not too expensive and does a good job with flattening for buildings as well.
    If you haven’t bought this one yet, check out the other. They have a huge manual that you can download and the dev is constantly if the forums and updates the assets to customer needs.
    It does multiple terrains and I can even import Gaia terrains and it auto setups for vegetation studio on multiple terrains. I’ve just started on this one but have been impressed and it is much easier to use than TC2. which I have never really gotten figured out.
     
  33. Mad_Mark

    Mad_Mark

    Joined:
    Oct 30, 2014
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    I purchased this back when it was version 1. I personally preferred the old version 1 interface. It was very straight forward to get the results you are after. The new one is rather confusing, and not having good tutorials doesn't help.

    When creating the collider for ground placement (displacement, really) can the collider be made a "trigger" so that characters can walk through it? Otherwise, they cannot get close to the buildings once placed. Are there any tutorials or step-by-step instructions to make use of this feature?

    Thanks, and happy new year to all.
    Mark
     
  34. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    850
    I understand. I purchased it a year ago for the features but could never really get my head around it. Too complicated for me, I guess.

    There are some experts in the forum here whom I am sure can give you the answers you need.

    Happy New Year!
     
  35. recon0303

    recon0303

    Joined:
    Apr 20, 2014
    Posts:
    1,634
    It works like Photoshop, the old UI was terrible....The new one is just like the tutorial.. You set layers that is it...You rotate, scale and move the stamps which is IT... if you used Photoshop, old tool been around for YEARS...Krita or anything like it.. anyways you one is a layer, and the highest layer typically matters... Nothing else to it..Follow the tutorial..and then take it slow pick apart the demo height map as well, but I think many people over think it..There really is nothing to it.


    TC2 uses Unity terrain and collider...... So that works like ANY Unity, terrain tool....nothing is different about it...Also the collider working through it is apples and oranges... This is required in any engine by a program to handle. that part.


    PS: its not different than this.


    You use masking, layers... like Photoshop. that is it.
     
  36. recon0303

    recon0303

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    Apr 20, 2014
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    1,634


    I knew Nath for years, and he went silent on me as well , due to him being busy with his game ( i'm also making a game, so not sure what is up there.). When we last talked, I told him, I would of shut this down if he isn't coming back, as its not really fair to keep selling it to people and they get no support... ( I also was the first and long time beta tester..of TC 1, TC2. So I stopped using myself, due to all the bugs and I to have a game to make, so I moved to World Creator, and have no regrets. Standalone, and went back to World Machine best in the industry .. which is why even AAA companies use them.


    So maybe he plans to come back sooner or later, no idea.. but I know a lot of people are upset and rightful so, he should of shut it down. because that happens. less people would of been upset. he does log in here last on was the 19th of Dec. so not sure why he won't reply to you all. if its not working, I suggest to either fix it, or move on.
     
    Seneral and Quique-Martinez like this.
  37. _met44

    _met44

    Joined:
    Jun 1, 2013
    Posts:
    633
    Can you do frequent runtime regeneration on small parts of the terrain with those other tools you guys are mentioning like in TC2 ? my game relies heavily in editing small bits throughout games and its been a blessing how efficient TC2 is at this (with enough tweaking), but i'm worried a later unity version breaks it for good :/
     
  38. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    850
    If you want, you can ask that in the Landscape Builder forum. The makers are there every day and very quick to respond. I just switched to that one so I don’t know enough about it to answer.
     
  39. Seneral

    Seneral

    Joined:
    Jun 2, 2014
    Posts:
    1,206
    Agree with everything said on here, my TC2 extension tool is already made free mostly for that reason.
    Though if anyone is interested, I'm going to try to answer that question.
    As for making Colliders go through, I think it was possible by putting them in a different layer, make the layer invisible (and maybe even exclude it from in-game collision in the layer properties, can't remember if that was even required). As for the mechanics that go into making the flattening work, I made a video about that technique used with my node painter instead of a collider input, but if you have troubles with the setup, you might find it helpful to follow that and just replace the painter with the collider input.
     
    recon0303 likes this.
  40. recon0303

    recon0303

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    Apr 20, 2014
    Posts:
    1,634

    ya you can use a Trigger as it uses Unity terrain Collider, using a Trigger Enter, and a Trigger Exit at the end of the opening, will work fine. ( been doing it this way in Unity for years, atleast until they make it better with the new terrain which I heard that have plans for. ( Some tuts are out for this.). and even a newbie programmer can make trigger enter and exit for this. type of stuff. Just place the one at the entrance and another at the exit. and the player can pass through it.
     
  41. Mad_Mark

    Mad_Mark

    Joined:
    Oct 30, 2014
    Posts:
    484
    Is it possible to control the height of the grass and vegetation elements? It seems my grass is always chest high. I would like to have it much shorter, like ankle or knee height. I have tried scaling the individual grass elements on the Y vector, but that has had no effect. Anyone?
     
  42. _met44

    _met44

    Joined:
    Jun 1, 2013
    Posts:
    633
    Yep you can set things the way you like in the TC Terrain Area component, under Terrain Setup, locate the Grass tab then click the Settings button and there you can set values for the grass.
     
  43. ArturoSR

    ArturoSR

    Joined:
    Feb 21, 2014
    Posts:
    21
    Hello and good day, I recently update to the last version of TC2, and I get this weird issue:

    2019-02-17_1920.png

    My question here is: That not suppose to be an object type so can be easy to set a RAW image?, I don't know, maybe I'm wrong, what say you?.
     
  44. Seneral

    Seneral

    Joined:
    Jun 2, 2014
    Posts:
    1,206
    You have to put it inside a folder called "RawFiles" (you can create your own or use the one in the examples folder), TC2 will then see the .raw files and create a preview for it outside of the RawFiles folder, which you can then select there.
    Basically, when selected an image there (say "Path/Name.png"), it will search for "Path/RawFiles/Name.raw".
    Also once that's done reimport the raw file so TC2 registers the change. See the docs also.
     
    Mad_Mark, ftejada and Quique-Martinez like this.
  45. ArturoSR

    ArturoSR

    Joined:
    Feb 21, 2014
    Posts:
    21
    OK, thanks for the replay, I think this was like the previous version, but this it's more suitable because let you use images instead raws directly, cheers.
     
  46. recon0303

    recon0303

    Joined:
    Apr 20, 2014
    Posts:
    1,634

    hey, man, I have not seen you in awhile, I hope all is well:)
     
  47. Mad_Mark

    Mad_Mark

    Joined:
    Oct 30, 2014
    Posts:
    484
    @Seneral , you are a life saver! I was about to post that I couldn't use RAW files! Thanks a bunch!
     
  48. Seneral

    Seneral

    Joined:
    Jun 2, 2014
    Posts:
    1,206
    Hey recon! Yes, thanks - I'm only occasionally checking in on the forums, busy with study and Non-Unity projects for once:)
     
    recon0303 likes this.
  49. buc

    buc

    Joined:
    Apr 22, 2015
    Posts:
    123
    When I set the heightmap resolution to 4097 I get the error below.
    Tested with different unity versions on a fresh project and new scene with only 1 Node for the heightmap section. Setting the resolution to 2K does the job as expected, but I need 4K because the terrain shows up with "stairs".

    I'm wondering that no one posted this before, so am I missing some setting?



    Error:
    ArgumentException: ComputeBuffer.GetData() : Accessing 67141636 bytes at offset 0 for Compute Buffer of size 67141632 bytes is not possible.
    UnityEngine.ComputeBuffer.GetData (System.Array data) (at C:/buildslave/unity/build/Runtime/Export/ComputeShader.bindings.cs:223)
    TerrainComposer2.TC_Generate.ComputeHeight (Rect generateRect) (at Assets/TerrainComposer2/Scripts/Generate/TC_Generate.cs:1095)
    TerrainComposer2.TC_Generate.Compute (TerrainComposer2.TCUnityTerrain tcTerrain, Int32 outputId, Rect generateRect) (at Assets/TerrainComposer2/Scripts/Generate/TC_Generate.cs:267)
    TerrainComposer2.TC_Generate.GenerateOutput (TerrainComposer2.TCUnityTerrain tcTerrain, Int32 outputId, Boolean instantGenerate, Rect generateRect) (at Assets/TerrainComposer2/Scripts/Generate/TC_Generate.cs:498)
    TerrainComposer2.TC_Generate.GenerateHeight (TerrainComposer2.TCUnityTerrain tcTerrain, Boolean instantGenerate, Rect generateRect, Boolean disableTerrain) (at Assets/TerrainComposer2/Scripts/Generate/TC_Generate.cs:518)
    TerrainComposer2.TC_Generate.Generate (TerrainComposer2.TCUnityTerrain tcTerrain, Boolean instantGenerate, Rect generateRect) (at Assets/TerrainComposer2/Scripts/Generate/TC_Generate.cs:440)
    TerrainComposer2.TC_Generate.Generate (Boolean instantGenerate, Rect generateRect, Int32 outputId) (at Assets/TerrainComposer2/Scripts/Generate/TC_Generate.cs:414)
    TerrainComposer2.TC_Generate.Generate (Boolean instantGenerate, Int32 outputId) (at Assets/TerrainComposer2/Scripts/Generate/TC_Generate.cs:352)
    TerrainComposer2.TC_NodeWindow.ClickMenuMain (System.Object obj) (at Assets/TerrainComposer2/Scripts/Editor/TC_NodeWindow.cs:587)
    TerrainComposer2.TC_NodeWindow.DrawMenu () (at Assets/TerrainComposer2/Scripts/Editor/TC_NodeWindow.cs:510)
    TerrainComposer2.TC_NodeWindow.OnGUI () (at Assets/TerrainComposer2/Scripts/Editor/TC_NodeWindow.cs:186)
    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
    UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:342)
    UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:336)
    UnityEditor.HostView.InvokeOnGUI (Rect onGUIPosition, Rect viewRect) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:302)
     
  50. _met44

    _met44

    Joined:
    Jun 1, 2013
    Posts:
    633
    not sure what the error is about but have you considered using smaller terrain tiles ? it's so easy to setup with TC that I wouldn't waste time trying to fix it