Author Topic: Problems with Multi Purpose Game Kit.  (Read 3668 times)

hugepedlar

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Problems with Multi Purpose Game Kit.
« on: July 06, 2013, 10:36:19 PM »
1) Switching to DX11 ruins the texture painting. Clicking Bake Results restores all the textures but they're in the wrong places. e.g. Slope texture is no longer only on slopes, grass texture spreads up slopes. Why is this, and how do I fix it?

2) Duplicating the Terrain Generator scene to make new scenes: The Create Terrain script affects terrains in all scenes, not just the active scene.

3) Paint Terrain script: What do BlendRange0 and BlendRange1 do, and what do their values represent?

4) I can't paint grass onto the terrain, but I can paint trees.

ArenMook

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Re: Problems with Multi Purpose Game Kit.
« Reply #1 on: July 06, 2013, 10:48:41 PM »
2. You need to duplicate the terrain as well. You're referencing the same terrain, so modifying it in one scene will affect others.

3. Height between which one texture fades to another. 4 textures are specified -- slope, and 3 blended textures (low, mid, high). Range 0 - low to mid, range 1 = mid to high.

4. You can't paint anything. Painting is done by the dynamic shader. That's what lets you reshape the terrain and see the results right away without having to repaint it. If you want to paint manually, you shouldn't be using the dynamic shader.

1. The dynamic terrain shader has "exclude dx11" lines present. If you uncomment them you will notice a warning about "o" not being fully initialized. If you fix that, dynamic shader will work. I don't use DX11, so I didn't. In regards to baking -- what are you baking and why?

It really sounds like you should not be using the dynamic terrain painting shader. Baking, manual painting? Just don't use it. Paint everything yourself.

You can also use the PaintTerrain's "RepaintAndBake" function to bake the dynamic painting result into the terrain textures -- but before you do that you have to make sure that there are textures to work with. The terrain in the kit doesn't use any terrain textures. Terrain -> Set Resolution, and give a higher resolution to Control and Base textures. Something like 256x256 for a 256x256 terrain.

hugepedlar

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Re: Problems with Multi Purpose Game Kit.
« Reply #2 on: July 06, 2013, 11:44:09 PM »
1. The dynamic terrain shader has "exclude dx11" lines present. If you uncomment them you will notice a warning about "o" not being fully initialized. If you fix that, dynamic shader will work. I don't use DX11, so I didn't. In regards to baking -- what are you baking and why?
Re: Baking. Upon switching to DX11 the whole terrain had only 1 texture showing. By clicking Bake Result on the Paint Terrain script, then Paint Now, the rest of the textures showed up. That's the only reason I 'baked'.

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It really sounds like you should not be using the dynamic terrain painting shader. Baking, manual painting? Just don't use it. Paint everything yourself.

Perhaps you're right, which is a shame because the only reason I bought this package is because I thought it would save me time and effort generating terrain. No grass, no DX11 support (I wouldn't have the first clue how to fix your shader), painting everything myself... this is going to cost me more time than I was hoping to save. No doubt there's plenty of value in this package for other developers but for my needs I may have made a mistake buying it.

ArenMook

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Re: Problems with Multi Purpose Game Kit.
« Reply #3 on: July 07, 2013, 10:44:13 AM »
The script will do painting for you, but it's the shader that does dynamic texturing. You don't need to use the shader if you don't want to. With the "bake result" enabled everything gets saved to terrain's textures (which is why I was saying you need higher Control and Base texture resolution), and you can just delete the dynamic terrain texturing shader altogether. You will still get all the painting support. The only difference is it won't occur as soon as you modify the terrain. You will need to repaint it using PaintTerrain.

Another advantage of this approach is you can paint things on top afterwards -- roads and such -- as you see fit.