![]() ![]() ![]() Like I said before,this beyond the scope of WC/TC and I am sure Terrain 4 Mobile will have the exact same problem. at the pixel level, when I export to mesh, regardless of what tool, or how I do it.(I think it has something to do with mesh normal smoothing levels, and image compression) The images from WC just do not line up,(at least the section of southern France).some have different light exposures, so I tried 4096 raw.same thing.I have been doing this for months.Why do each of my sections seem like the are from separate satellite shots.and not one big shot, which is then, split by your software.but all of this is really out of your control. Please get the word out to anyone you know that has experience with TerrainComposer!Ĭlick to was wondering about why it turned into a scene asset. We have purchased TerrainComposer, RTP, and can buy any Texture/Vegitation Packs needed to make each terrain look beautiful. If you know anyone interested, please have them email me at - I am hoping the right expert can generate each small terrain in a few hours. I can draft the levels on paper and send it to the terrain artist to build. Our levels will be small, we don't want any large open spaces, just some areas for mobs and constricted pathways with mountains limiting where the player can go. We can do the rest once we have the base terrains for the levels! Most of the programming and content is already finished, we just need the terrain for each level to put it all together. With that said, we have decided it would save time and yield higher quality to hire an expert to make the terrain we can use in our MMO levels (about 12-15 small zones, each about 250-250 in size). I blame it on my lack of experience and knowledge of using complicated procedurally generated software with so many settings and options! I am not blaming this on TerrainComposer, it is a wonderful program. For example, I built the heightmap resolution in 128, as suggested in the tutorial I watched from Nathanial, and then when I changed it to 1024 resolution to get more quality, it looked like this: I have been trying to learn Terrain Composer for 2 months, but I keep running into issues that I don't know how to solve. Is anyone interested or know anyone that might be interested in getting paid to make terrain for levels in a new hardcore fantasy MMO called Reagent? I was able to export All meshes to objs,(with another free script) and now I can fix all the uv's, create my LODs, then back to FBX. Update: It is how you are generating UVs.the terrain mesh UV's are scaled and e: So obviously not built for this.have you got it to work? Can I just delete the whole TC folder, when I am done, building to apk?Īny advice, lessons learned from your mobile flight sim experience? How to best use the Convert terrain to Meshes functionality? or dealing with low end mobile devices in this genre? In WC Height map Resolution.what is the check box and the number in parenthesis (I feel stupid). Using Sector Complete, Stream and Viz.and Unity Pro.I am getting good frame rates. Hey, purchased yesterday.I have world composer and have been publishing strictly to android mobile.I was debating very hard, if I should just get Terrain 4 Mobile, for a short-term quick solution.Now I am taking my WC Terrains, using the Free Terrain to Obj exporter, then in in maya UV, rotate, export to fbx to unity, 16 large tiles, 4 hours.but no splat maps.I want more detail close up, fading to satellite, from the distance, as well as LOD meshes and textures, at any given time, only one block is at full LOD.
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