Discussion in 'Assets and Asset Store' started by sstrong, Feb 24, 2016.
Been playing about with the latest beta version. This asset is just getting better and better. The object system is really nice.
Can't recommend this asset enough.
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It has been some time in coming, but we've finally submitted 2.1.0 to Unity for approval to release. There is a lot of new content in this release.
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Hello. I am new here. It Took me 15 Minutes to get covinced to buy . ( I own gaia, Map Magic, TC2, and today I bought Mercator, which I probably would have saved if I saw LB2 earlier ) . All of the earlier ones, while capable of producing nice stuff are not really inviting to use. It is always kind of "work" and the results are not as easy to produce something that you intended. ( although I did not try Mercator yet). By the way what hooked my to jump in were the long term support, the streamlined and headache-free editor-UI & its workflow, and the realistic looking terrains. It produces quite nice hillsides etc. The other tools alway lean towars a very noisy nature. This one does seem to be much more on the "natural" side of nature. I also bought "Digger" today and am very curious how they will work together. I am looking forwards to using this and just wanted to say Hello. I am Happy to join the Community.
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Hey David, welcome to the forum. As you might have seen above, there is a big update coming to the store shortly. There is also a dedicated beta forum. Customers have the option to sign up to the beta program if they would like early access to new features. Many of our new features come from customers working on games and needing new or enhanced functionality.
Here is how to sign up to the Beta Program if you need that.
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Is there a good place where I can get more Image Modifiers? I love how you implemented them in Landscape Builder. I feel like you can never have too many of those.
Open the .gz file and then the rasters_srtm.tar file inside the .gz file.
Inside the .tar file is the .tif file you want. Extract it to somewhere out the LB project.
Adjust the Height Scale (say 0.25) and test "Generate Heightmap"
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You can also create a "base" layer directly with a (Geo)TIFF file. Then add other perlin, image, image modifier, and/or map path layers after that.
Thanks for taking the time to go through all of those steps. Your support is top notch!
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Coming in the next release (v2.1.1) are some new Groups Object Path Surface features which will help you build different styles of bridges and flyovers.
You will be able to add a procedurally generated base mesh to paths in all types of Groups (Uniform, Manual Clearings, and Procedurally placed Clearings). An example might be a solid concrete bridge or flyover. Then you could add extra items like supports, or railings using your own prefabs and have LB automatically adjust their spacing using the rules you provide.
Beta Program members can download the latest beta (2.1.1 Beta 1i) to test out this new feature (you'll need at least the release version of LB 2.1.0 before you apply this latest update).
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If you have anything else you'd like us to consider for this release, please let us know.
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We have posted on this previously however... LB has so many features and sometimes it can be a difficult choice when it comes to constructing a landscape. With Topography Layers, if using real world height maps it is almost always better to use GeoTIFF, TIFF or RAW over other formats like PNG.
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I installed Mega Splat. According to Landscape Builder 2.1.1 tutorial, Mega Splat can't work. After I deleted Mega Splat, I reported this error. I deleted LB again, reinstalled LB or continued to report error, Mega Splat broke my. Project, request to help me solve the problem as soon as possible.
When you install MegaSplat it creates a #define called "__MEGASPLAT__". That needs to be removed from your project.
You will see it in the Project Player settings under Scripting Define Symbols.
The reason this occurs, is that when an application is uninstalled, it doesn't get the opportunity to remove the #define symbols it created at install time. This is pretty normal.
When testing major changes to your project, you should always take a backup first.
It will shortly be available in the Asset Store or Beta Program members can download it immediately.
I'm having a noob problem with generated trees and them having no collider.
I'm using the Trees tool to generate in trees and have selected a regular prefab. It's from a low poly pack and is not actually a specially made tree. Looks like one (well, a cactus anyway) but it doesn't do billboard or LOD or anything, it's just a mesh.
So my problem is that, although I checked the 'Trees Have Colliders' option, they don't actually have one at run time. The prefab has a mesh collider in it and when I place it down normally then it works, but the generated trees don't collide.
How do you make a grass and tree exclusion zone? I'm hand placing a town (not using the mesh or group tool) and need no grass in the area.
To make an exclusion zone when not using the Group system (which we recommend BTW for towns), you can use a Stencil. These are added to a landscape from the Landscape Tab. You can have 1 or more layers. Then apply the Stencil as a FILTER on the grass and/or trees tab.
Mesh colliders don't work for trees on unity terrains (this is a Unity problem, not a Landscape Builder problem). Generally the idea is to use a capsule collider for the trunk and a box/sphere collider/s for the leaves (if you need a collider for the leaves - often you won't). If you really need to use a mesh collider, you can use the groups system in Landscape Builder instead to place the trees (just add the prefab as a part of a uniform group and set the options as you usually would in the trees tab). But generally you shouldn't use mesh colliders anyway if at all possible in a game as they are much more expensive to calculate than the so-called primitive colliders (box, sphere and capsule colliders).
Yeah it's cactus, so all trunk. Just trying to avoid a situation where a player expects to shoot between the branches and just hits a big ol box. I guess I'll go make up a better approximation of their shape with several shape colliders combined.
As for the other question; You suggested I do use the group system. My initial thoughts against that is not getting to choose where the towns will be. However, since you do think it's the right way to go, I'm guessing I can also stencil them in and out of areas too?
Yes, you can use stencils for procedural clearings. However, you can also do Manual Clearings and place the towns exactly where you want them. Add as few or as many as you need.