Youll probably wipe out all your rock changes if you change something else, not sure.Importing old terrain, go windowgaiagaia manager and utilities, load your terrain and gaiautilitiesexportpng Then show scanner and drag in the.png it made, it may put it in Gaiastampsmountains or somewhere like that, then when you go gaia manageradvancedcreate terrain, you can drag the png into texture 2d of the stamper.Then for all your spawners pick Gaiaresbog4 for your resources file.Update: You need a new terrain from scratch to use a new resources file..
Youll have to study the rule (for tree placement) selector theres all, fittest, weighted fittest, and random location selector random location random location clustered, every location, every location jittered Theres a wank load of parameters, I just change the tree treeparameters Once youve changed the trees, go back to your tree spawner, it will still read sonamoo, mogua (the old trees) until you click on the names then theyll change. But 1st to see if theyll even paint on terrain, add them to the terrain, in the tree icon in inspector- If you dont see a tree at all, it wont paint. The tree caveFernfixed must use the NatureSoft Occlusion shader. This means the Leaves must have naturesoft occlusion, bark could be legacy diffuse, or lmaybe not, but I have trunks that get trashed with the naturesoft shader so I leave them at legacydiffuse If you get no valid mesh renderer its because you have an empty game object parent with subobjects like trunk, leaves, you have to fix this in blender so its all one object. TIP: always tweak your base light amb.occlusion, etc in a LIGHTED scene view, unlighted is completely different. Warning if you check get from terrain it means load the trees that you have in your terrain object paint tree inspector I ended up with 14, including 7 I didnt want. New terrain, bogwood5, same.png file First you have to stamp it to make the terrain helpers- smooth in stamper work, i did it 3 times (later 5 more) daylight simple water dimensions for a standard terrain- 1300 x and y bogwood5 I smooth it one more time, lets see if it does my trees and weeds I dont like the 2 texture terrain so i make it all 1 texture. Most real terrains only have 1 texture, except for say a sandy dry river bottom with green banks. Note Im loading all of these into my tree painter area of Terrain to see if they show up vertical. Nature Soft Occlusion Shader Unity Full Set AccidentallyThe resources are in gaiabog3, but the tree spawner doesnt update, hit advanced on the gaia manager to spawn 1 (ONE) tree spawner, if you create a full set accidentally delete them. It makes a bunch of trees, but 1 of them is insanely huge, and 2 are very tiny, I fix their model import settings. The one I used before was better, probably have to try them all The parameters- rule selector- all fittest weighted fittest random location- random random location clustered, jittered, etc. WARNING the minus next to visualise doesnt mean dismiss the visualizer it means DELETE THE TREE I chose fittest, every location random ekasiaalikescliffs all the other trees hate cliffs, note you have to pop back and forth between visualizer and tree spawner to get these infos ekasiaaspawncriteria If you get a tree where you dont want it, go to your terrain object, tree painter select the tree, hit shift-paint to get rid of it. The new terrain seems to be planting the trees, the last one the cliff trees were above the ground. Ekasia a has the same criteria (I didnt edit anything) but the opposite feeling toward cliffs as all the others. ![]() If you have a non-symmetrical tree, which looks different from different angles, spawn it as a GameObject and you can rotate it randomly. Nature Soft Occlusion Shader Unity Free Fog ScriptNote if you have your texture spawner inspector locked you wont see the visualizer heres some shots fog shot theres a free fog script- search unity forum for this Extended Global Fog (Unity5) forum.unity3d.comthreadsextended-global-fog-unity5.313358 havent tried it yet. Where it goes into standard assetseffectsimageeffectsscripts standard assetseffectsimageeffectsshaders select your main camera and in inspector- add component global fog, then youll see it in the inspector. Next for the rocks (game objects) I got these rocks from the asset store rocks 2 manufactura k4 you can see they need to be stuck further in the ground, its a group of 4, single rocks wouldnt need lowering. A lot of stuff buried behind these tiny arrows the offset was in rock1LOD-grup4instancesrock1LODgrup4 rocklodgrup2terrainoffset If you make any changes you have to reset the game object spawner in spawn controller at the bottom of inspector, have a scene view of your rocks, I see that -0.5 was too much so I go for -0.2 Remember you set the parameters in Gaia Resources, not the Game Object spawners Apparently if you have a group, theyre not going to conform to slope, even if you turn off rotate random so you either have to fix all the groups by hand or use individual rocks.
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