![]() ![]() There is something about the toon texture that i like - ive always liked the handpainted textire look - i think youll need to figure out a tiling solution for when you get close up, and how you will handle that - will it be large sized toon textures from far and smaller tilled toon or realistic up close - but i can also see how a toon aesthetic could work really well in a bright and saturated landscape like this. I used Aqua in BrightRidge but i didnt really tweak the settings, so its great to know ill be able to achieve something nice and blue like this in the sequel, I will check out Enviro too. There is also interesting work being done on procedural river generation with Cascade and I hoping that this can be used with the procedural generated terrain once its out - the author said he loves MapMagic so it might work. It will be interesting to see what people come up with. #Hexcells infinite seeds generatorI don t see why it could not be used for building generation with some tweaking or opening up of the api or a custom generator since it works with prefabs. #Hexcells infinite seeds fullI too am trying to use it to create a procedural world and I know once you figure out the lighthouses (which you will) it will be full steam ahead. Yeah, i agree about MapMagic being extensible. Its extra resonant because I am working on a sequel to my game BrightRidge ( )and its set in a sun soaked Mediterranean setting, ive been looking at pictures and you really capture the sens if the shallow coasts. You have an innate skill for world design i think. The shallow blue seas and dark green sandy beaches from your images look like a place i really want to explore. What i really love about world design, and what i try to do with my own, is that it can create a place that feels real and adventurous. I was actually surprised that you images almost brought a tear to my eye - i didnt think the appreciation would hit me that strongly and they are captivating. If you are bound to the older objects placement and can't accept the new one - send me the scene - I'll try to find out what generator causes it.Ĭlick to expand.Thanks for sharing the image. Native plugins are always built - that's the main reason I'm going to use them. MM works much faster in build, like most of the scripts. But it does not matter since performance does not change whether you are looking at colliders or not.Ībout 2X for erosion in build, and 5X in editor. MM disables the whole terrain object, so colliders too. When new terrain starts to generate it generates it's low-resolution version fast (possibly you can force it in one frame), and then generates full-resolution terrain in a background. It's a LOD system, but it's not a visual LOD, but a generate LOD. Hope it can help to find what's what causes this issue. You can turn on "Instantiate Clones" in Object Output to make MM create clones in editor. In editor it creates a prefab instance, in playmode - prefab clone (prefabs could not be instantiated outside of editor, just cloned). But I'd like to mention that the way MM places the objects in editor and playmode differs by default. Secondsight_, I'm not familiar with Playmaker, so can't say anything about this issue. World Shift: added WorldShifter.OnWorldShifted (Vector2 shift) event that's called after the world has been shifted World Shift: added a layer mask to exclude layers from shifting fix: number of threads value and max apply time now serialized fix: OnPrepareStarted was called ^2 for the number of chunks fix: memory allocation crash fix when using CSO in constant rebuild mode But since I plan to use this a lot in my project, I hope to find some help / ideas here ! Still not sure if this is a playmaker problem, something that MM does and I have never encounterd before or a general missunderstanding on my side. When I click into that state 1 node, I can see the text object in there for a second and then it´s gone. Now, when I generate the prefab and try to trigger no sound is played or text shown, it seems like Playmaker looses the requested prefabs (the sound and text object) in generated objects. Everything works fine, also when I dublicate the objects. I´ve made a model with a trigger zone that should display a UI text and play a sound. In my game the player can discover lighthouses that will reveal parts of the map. But since it happens with MM I´ll try it here: ![]() I´m not sure if its a playmaker issue, a generation problem or my general lack of understanding of prefabs and nested prefabs. ![]()
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