Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice
  4. Dismiss Notice

Terrain Composer2 a next generation GPU powered terrain tool.

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

  1. makeshiftwings

    makeshiftwings

    Joined:
    May 28, 2011
    Posts:
    3,350
    I hate to be that annoying guy, but... any news on a release date for TC2?
     
  2. eagle555

    eagle555

    Joined:
    Aug 28, 2011
    Posts:
    2,704
    I haven't got an exact release date yet.

    Nathaniel
     
  3. bluemoon

    bluemoon

    Joined:
    Dec 14, 2012
    Posts:
    85
    For some reasion my Terrain composer window is no longer showing up and I'm getting this error.

    NullReferenceException: Object reference not set to an instance of an object
    UnityEditor.EditorWindow.Close () (at C:/BuildAgent/work/d3d49558e4d408f4/artifacts/EditorGenerated/EditorWindow.cs:634)
    TerrainComposer.ShowWindow () (at Assets/TerrainComposer/Editor/TerrainComposer.js:173)

    I had been reinstalling one of my other assets for the asset store when this happened. So I tried creating a new project with just terrain composer added, to make sure the other assets were not conflicting with terrain composer but I'm still getting the error.

    I'm using unity 4.3.4f1 pro and have TC version 1.35
     
  4. eagle555

    eagle555

    Joined:
    Aug 28, 2011
    Posts:
    2,704
    Hello,

    Here is a fix for that, you need to import the package in your project, let me know if it works...

    View attachment $window_fix.unitypackage

    Nathaniel
     
  5. bluemoon

    bluemoon

    Joined:
    Dec 14, 2012
    Posts:
    85
    That fixed it. Thanks again.
     
  6. Ebolinux

    Ebolinux

    Joined:
    Jan 23, 2014
    Posts:
    117
    I can not for the life of me figure out why this is happening. I'm not sure when it started happened either. I went to go and create a terrain today and a number of the terrain textures turn out various brown blurry colors. It does not matter which ground texture I use.

    Some terrains I create are almost 100% blurry. Everything is blurry.

    I have tried reimporting Terrain Composer, reimporting, the terrain shaders from frost, tried changing all sorts of different settings inside unity. Even the builds are blurry.

    Any ideas?

    See the screen shot for an example.
     

    Attached Files:

  7. Ebolinux

    Ebolinux

    Joined:
    Jan 23, 2014
    Posts:
    117

    I just figured out what it was.

    Removing TriPlanarTerrain fixed it.

    \Medieval Environment\TriPlanarTerrain\
     
  8. Ebolinux

    Ebolinux

    Joined:
    Jan 23, 2014
    Posts:
    117
    Had a bunch of tree, grass, etc .prefabs. It looks like when I upgraded form 1.350 to 1.360 I can no longer load them. It says "this is not a tree preset" when pick the trees for example. Am I missing something?

    Just tried it in a 1.350 version and I can load them in there either. No idea why its doing that.
     
  9. ryno_coder

    ryno_coder

    Joined:
    Nov 5, 2012
    Posts:
    21
    Hello,

    I was wondering if anyone has encountered this issue I'm having with my terrain - there are patches on the terrain that appear dark and blocky. As I get closer to these patches, they get bigger. See attached images for what I'm trying to explain. $TerrainError_1.jpg $TerrainError_2.jpg
     

    Attached Files:

    Last edited: Mar 8, 2014
  10. eagle555

    eagle555

    Joined:
    Aug 28, 2011
    Posts:
    2,704
    Hello Ryno_coder,

    It looks like you use RTP, if you do you have to make sure you only use 4 or 8 splat textures and have the RTP Lod manager in the hierarchy setup correctly. You can use the measure tool in TerrainComposer to measure the splat values at the dark spots. The splat total should be 1. If it's 1 it's better to ask Tom about it:
    http://forum.unity3d.com/threads/16...Pack-with-geometry-blend-on-AssetStore/page20

    Nathaniel
     
  11. ryno_coder

    ryno_coder

    Joined:
    Nov 5, 2012
    Posts:
    21
    Thanks Nathaniel, I'll post on RTP forum.
     
  12. makeshiftwings

    makeshiftwings

    Joined:
    May 28, 2011
    Posts:
    3,350
    I just updated to the latest build, and now when I select splats, trees, details, etc., the "Generate" button says "Export .png". It doesn't actually export a png when I push it, and it still generates correctly. It just looks like it's getting the wrong label somehow.
     
  13. eagle555

    eagle555

    Joined:
    Aug 28, 2011
    Posts:
    2,704
    If you select and then deselect the export button in the top of the TC Window, the label should be on generate again.

    Nathaniel
     
  14. makeshiftwings

    makeshiftwings

    Joined:
    May 28, 2011
    Posts:
    3,350
    That fixed it; thanks.
     
  15. mkgame

    mkgame

    Joined:
    Feb 24, 2014
    Posts:
    592
    Top asset, nice maps.

    Your example package contains tree objects or detailed objects, which slow down Unity. In Unity it is not anymore possible to work with, if the tree objects or detailed objects are enabled. The running scene is better, but extremly laggy. Can i change somehow, somewhat in Terrain Composer to to make the generated maps useable?

    I use RTP, probably is that the problem...? If you don't have the same experience, then it must be somewhat in my project.
     
  16. eagle555

    eagle555

    Joined:
    Aug 28, 2011
    Posts:
    2,704
    It's all depending on your hardware when Unity Editor becomes slow with the amount of trees and grass on your Unity terrain. What you can do is disable the draw of them in TC Terrain List -> Settings (Editor)-> Draw.

    If it is laggy in runtime you can reduce the tree and grass draw distance in TC Terrain List -> Settings (Runtime) -> Tree distance and Detail distance. You can also reduce the detail resolution in TC Terrain List -> Resolutions. And also the amount of trees by reducing the tree layer strength.

    Nathaniel
     
  17. CodeMonke234

    CodeMonke234

    Joined:
    Oct 13, 2010
    Posts:
    181
    Nathaniel - I have been using TC with RTP and finally starting to understand how they work....

    Question - I am using some substances for my detail textures. RTP let's me assign the substance, then click get texture to get the diffuse, normal, and height maps out of it....

    But TC still has old textures - any plans to support substances in the next version?

    TC is awesome!
     
  18. eagleeyez

    eagleeyez

    Joined:
    Mar 21, 2013
    Posts:
    406
    Me too Nathaniel, I also use Substance Database, Designer and Painter
     
  19. SimStm

    SimStm

    Joined:
    May 24, 2013
    Posts:
    44
    Nathaniel, give me a little help, please. :p
    I have exported a terrain via WorldComposer, everything is fine/looks fine.

    So, I imported to WorldMachine, modified a little with Layout Generator, generated a new heightmap and exported the splatmap (Channel Combiner/Select Slope and Height, etc).

    Then I go back to TerrainComposer and imported the new heightmap, replacing the old one (generated via WorldComposer), ok.

    But I'm having some issues regarding the Splatmap and the Terrains. I want to use the Splatmap to define where the texture goes. I have followed the WM to TC tutorial (http://www.youtube.com/watch?v=9No-vIgC6V0) but I think I'm doing something wrong, and I'm almost certainly that the problem is with WM Splatmap export (maybe exporting in wrong way), because the splatmap set the textures in the right place (according to terrain) but some places just doesn't look right (for example the "ground texture" is joining with the 'top of the mountain' texture, the 'mountain side' textures are too big, getting from the base to the top of the mountain, irregularly with 'space intervals' between them).

    Can you explain me better how can I achieve this, maybe with some "WM project file" as example? :)

    Thanks
     
  20. eagle555

    eagle555

    Joined:
    Aug 28, 2011
    Posts:
    2,704
    Do you have <RTP> enabled in TC Terrain List splat textures?

    Nathaniel
     
  21. eagle555

    eagle555

    Joined:
    Aug 28, 2011
    Posts:
    2,704
    It might be that the heightmap is inverted on the y axis. Did you enable flip y in the heightmap filter in settings?

    Also can you show a screenshot of how the terrain looks?

    Nathaniel
     
  22. EddieChristian

    EddieChristian

    Joined:
    Oct 9, 2012
    Posts:
    725
    So I was wanting to make a flight sim for an android tablet (Nexus 7) and I found this thread while researching it. It seems your tool can convert terrains to meshes and has a runtime component of some kind.

    Do you have sample code to show how to make an infinite terrain with the runtime? If not is this possible with Terrain composer?
     
  23. eagle555

    eagle555

    Joined:
    Aug 28, 2011
    Posts:
    2,704
    I don't have sample code for that. I'm working on a streamer that will be a seperate package and able to stream terrain, it will be released after TerrainComposer 2.

    Nathaniel
     
  24. EddieChristian

    EddieChristian

    Joined:
    Oct 9, 2012
    Posts:
    725
    Thanks. I will wait for the release then.
     
  25. SimStm

    SimStm

    Joined:
    May 24, 2013
    Posts:
    44
    Actually, I got the problem. I need to check the "Splatmap" box in Splatmap > Layer > Settings menu.
    I just haven't found in TC where I can set the texture size. They looks so small that when you are close to they just doesn't looks cool.

    But I'm getting another (big) problem now related to RTP v3. I have imported the RTP package but when I export the terrain via WorldComposer, remove the RTP Colormap (in TC) and change the textures/activate the splatmap, the terrain uses the first splat texture as an "entire terrain colormap" image, and this big texture overlay the other textures. Can you give me some help? :p

    For example (with screens):

    I've generated the terrain via WorldComposer. Fine. (I've keeped the Aerial Labeled images because I will not use the sattelite images)
    $7uazj.jpg

    Changed the heightmap from WorldComposer for the new heightmap modified insiude WorldMachine
    (wow, even with the sattelite textures, the heightmap looks very cool)
    $7uaHA.jpg

    Imported the Splatmap generated inside WorldMachine
    $7uaXO.jpg

    Cleaned the colormaps from WorldComposer
    $7ub3Z.jpg

    Set the new Splat Textures for all terrains (we can see the big texture over the map overlaying the other textures)
    $7ubk1.jpg

    Seeing the applied textures closely (if we zoom the camera to the little mountain, we can see the tiny texture overlayed by the other big splat texture)
    http://puu.sh/7ubs2.jpg
    http://puu.sh/7ubtz.jpg

    (Can't transform last 2 images to attached image, so let's keep as link)
     
  26. SimStm

    SimStm

    Joined:
    May 24, 2013
    Posts:
    44
    Nathaniel, nevermind. Just forgot what I've posted about RTP TC.

    I got it, I just need to go to the terrain (one of them) and, in RTP settings > Global maps, set the Near/Mid/Far blending to zero. :)
     
  27. Setmaster

    Setmaster

    Joined:
    Sep 2, 2013
    Posts:
    239
    Is there any way to make holes in mountains with this asset, even if I have to convert terrain to mesh.
     
  28. eagle555

    eagle555

    Joined:
    Aug 28, 2011
    Posts:
    2,704
    I'm glad you got it all to work now.

    Nathaniel
     
  29. eagle555

    eagle555

    Joined:
    Aug 28, 2011
    Posts:
    2,704
    You can create holes with using the new RTPv3.1 as the terrain shader.

     
  30. Setmaster

    Setmaster

    Joined:
    Sep 2, 2013
    Posts:
    239
    Thanks for the help.
     
  31. rcober

    rcober

    Joined:
    Jan 26, 2013
    Posts:
    52
    DOH - I did not realize I had to click <Get All> to copy texture settings from RTP back into TC.....

    Now i know....
     
  32. Tanoshimi2000

    Tanoshimi2000

    Joined:
    Feb 10, 2014
    Posts:
    46
    AWESOME!!! Any chance either you or Tom can show us HOW that was done? I'd love to add caves to my palette!
     
  33. Tanoshimi2000

    Tanoshimi2000

    Joined:
    Feb 10, 2014
    Posts:
    46
    So I'm using TC and RTP, I used TC to generate a nice looking Canyon scene, then swapped out my textures. Since this doesn't give me an actual canyon I can go through, I've started modifying the terrain using the standard terrain tools Push/Pull. I'm starting to get the effect I want, but the splat textures are not updating. Basically, I raised what used to be the floor to be the walls of the canyon, but they're still showing the floor texture, not the one that's applied using the height and steepness filters. I've rebuilt the splatmap in TC manual and it stays the same. I've exported my heightmap from Terrain and reimported it in TC, but the splatmap is still the same. I've remade the Colormap as well.
    Here's what I mean
    $terrain_edit.jpg
    Green is the original, and the texture I want. Red is the newly extruded terrain that's not being colored correctly.
    $canyon_1.jpg
    I want to make a road along the green path.
    $canyon_2.jpg
    Textures are not updating. They stretch correctly on the other mountains, so it's not an RTP issue, just something I can't figure out on TC.
     
  34. eagle555

    eagle555

    Joined:
    Aug 28, 2011
    Posts:
    2,704
  35. eagle555

    eagle555

    Joined:
    Aug 28, 2011
    Posts:
    2,704
    If you regenerate the splatmap in TerrainComposer it should update, as the height/steepness have changed. Sometimes you need to refresh RTP, in RTP terrain script, Main -> Refresh All. You can check the splat textures with the measure tool in TerrainComposer to make sure the correct textures are painted or if it's an RTP refresh issue.

    If this doesn't solve it, can you send me a screenshot of the TerrainComposer window with the splat output active to my email Nathaniel_Doldersum@hotmail.com?

    Nathaniel
     
  36. EvilDingo

    EvilDingo

    Joined:
    May 7, 2011
    Posts:
    190
    Could you document all of TC? I'm still getting really frustrated (I'm certain I was one of the first people to purchase TC) many months on.

    For example, color maps. In your 1.3 documentation that comes with TC, they aren't mentioned at all. Only a very few options are considering how big TC is. In your year-old video on YouTube (introduction to TC) you demonstrate color maps a little, but the new version doesn't behave the same way. In the video, you make changes to the color map and they automatically apply. In the new version you have to export the texture. Is this texture suppose to be used with the Colormap button as splat texture 0?

    It appears to work like that, but is this the way you're suppose to use color maps? Why is there a button for assigning the colormap to splat 0 if that's the only way to use them?

    The perlin functions, I know you can scroll the terrain to effectively change it around, but how about a seed option too?

    I know TC is a broad and powerful tool, I think you should document more of it. Document it from the perspective of a brand new user and the barrier of entry should be a lot lower.
     
  37. eagleeyez

    eagleeyez

    Joined:
    Mar 21, 2013
    Posts:
    406
    Give Nathaniel a breather! This guy must be working very hard indeed. He will get it all done with time and just wait for the new version. He has already made everything better and simpler with a 3 step version. Everything takes time and TC is not exactly a simple project. Respect!
     
  38. Tanoshimi2000

    Tanoshimi2000

    Joined:
    Feb 10, 2014
    Posts:
    46
    I believe the Refresh All in RTP did it. It took me a bit to realize it, because of the colormap, but once I regenerated the colormap, everything looks as I'd expect it to. Thanks for the assist! And I posted to RTP about the holes. The two of you are doing some amazing work. Wish Unity would hire you or incorporate your work as part of the base!
     
  39. BuildABurgerBurg

    BuildABurgerBurg

    Joined:
    Nov 5, 2012
    Posts:
    566
    I imported Terrain composer then imported World composer and I get this error

    Assets/TerrainComposer/Scripts/terraincomposer_save.js(9838,54): BCE0004: Ambiguous reference 'tile_class': tile_class, tile_class.

    I tried the other way round and I get these errors

    Assets/TerrainComposer/Editor/Map_tc.js(3639,146): BCE0017: The best overload for the method 'global_settings_tc.calc_latlong_center_by_tile(latlong_class, tile_class, tile_class, tile_class, double, int, UnityEngine.Vector2)' is not compatible with the argument list '(latlong_class, tile_class, tile_class, tile_class, int, int)'.

    Can you send me the updated World composer? I'm using WorldComposer(0.97) even though I update it through the UI it might be the reason why I'm having this problem.

    I purchased WorldComposer from your site.

    Terrain composer was purchased from the asset store so that's fine.
     
    Last edited: Mar 15, 2014
  40. eagleeyez

    eagleeyez

    Joined:
    Mar 21, 2013
    Posts:
    406
    I just tried it. TC and then WC. All installed without problems and all working. I even Imported to a current project. Bing also working.
     
  41. BuildABurgerBurg

    BuildABurgerBurg

    Joined:
    Nov 5, 2012
    Posts:
    566
    Well I've tried 5 x new project and it's not working.

    Can you pm me the updated world composer please.

    Do you want me to pm you my transaction id?


    bing is working fine for me in standalone world composer too. I needed to create a new email for some reason
     
    Last edited: Mar 15, 2014
  42. eagleeyez

    eagleeyez

    Joined:
    Mar 21, 2013
    Posts:
    406
    WC has its own Update function. Look in the panel to the top right. I cannot post you anything as I am just a user and not a developer from TC or WC.


     
  43. BuildABurgerBurg

    BuildABurgerBurg

    Joined:
    Nov 5, 2012
    Posts:
    566
    I know, I've updated it through the UI as I said before. But still it's not working.

    Can you get the author to contact me?

    Edit:


    I'm going to reinstall Unity and see if that helps.
     
    Last edited: Mar 15, 2014
  44. eagleeyez

    eagleeyez

    Joined:
    Mar 21, 2013
    Posts:
    406
    I wrote to the 24hour forum. I am very sure Nathaniel will get back to you very soon. I don’t have your problems. Are you on the newer version of Unity? I had to once completely restart my computer for it to work.



     
  45. BuildABurgerBurg

    BuildABurgerBurg

    Joined:
    Nov 5, 2012
    Posts:
    566
    Ok Thanks.. I'm using the most recent version. I'm going to reinstall it and restart the computer, hopefully that will fix it
     
  46. eagle555

    eagle555

    Joined:
    Aug 28, 2011
    Posts:
    2,704
    I'm working on TerrainComposer 2 at the moment, and since the interface will have nodes, etc, I have to redo the documentation and videos. So any work I would do now on docs of TC 1.x, will be double work...

    As for colormaps these work best in additional terrain shaders like RTPv3 or Ats colormap shader. Unity default terrain shader doesn't have a colormap feature included, so you can use a kind of a 'hack' where you use the colormap image as a splat texture with the tile size the same as the terrain size (this is done by shift click <Colormap> is TC Terrain List splat textures, and then you can assign a colormap to splat0).
    You can then mix the colormap with other splat textures, but they both will fade out.

    What I did in the first TerrainComposer version is using a red,green and blue splat texture and mix those to get every color, but then they cannot be mixed with other splat textures.

    As for randomizing perlin you can higher the offset range and then click the 'randomize' button.
    $randomize_perlin.jpg

    I took all the feedback from my users and are making TC2 out of that, which will have a very easy interface...If you need help on something you can mail or skype my any time. My email is Nathaniel_Doldersum@hotmail.com, my Skype is Nathaniel.Doldersum

    Nathaniel
     
  47. eagle555

    eagle555

    Joined:
    Aug 28, 2011
    Posts:
    2,704
    Hello,

    You don't have the latest WorldComposer version if you get that error, the latest version is 1.15 and only available on the Asset Store. If you purchased it through my site before, you need to contact me at my email Nathaniel_Doldersum@hotmail.com

    Nathaniel
     
  48. BuildABurgerBurg

    BuildABurgerBurg

    Joined:
    Nov 5, 2012
    Posts:
    566
    Ok I will send you an email. But why haven't you updated on your site?
     
  49. eagleeyez

    eagleeyez

    Joined:
    Mar 21, 2013
    Posts:
    406
    See! how quick he is? Respect from me again. Don’t forget to comment
     
  50. eagle555

    eagle555

    Joined:
    Aug 28, 2011
    Posts:
    2,704
    I haven't updated the WorldComposer server, as auto update is broken in version 1.11...

    Nathaniel