Yours is one of the few assets I've purchased and never regretted. Thanks for your hard work and I look forward to seeing how this project evolves as you further develop it.
After watching this video, I was in awe. This has to be one of the best assets for generating procedural-generated terrain I have seen. Absolutely brilliant using a node-based system and I can't wait to actually get hands on with this. It was an instant purchase for me and now I'm off to go and watch all the tutorials!
Wow. Great tutorial. This fellow here has the skills to make beautiful terrain and informative tutorial. He also has a funny Slavic accent, which combined with efficient vocabulary (that he has) makes him sound even more professional. Appreciate the video. It's inspiring how good looking environment one can create in such a period of time. Amazing.
@@denispahunov6415 hey man please I downloaded the map magic two I couldn’t find the raw input then realized its now import but don’t know how to operate the import Please could you make a tutorial on the import node?
TNice tutorials was honestly so helpful. I’ve been working around soft, whether it be church, singing in a band, or theatre for most of my life so tNice tutorials
I've rarely been so excited by a tutorial. I'm parsing it bit by bit and the potential is just fascinating:) I'm really glad you made this in depth video - i really want to play with the Biomes, but i thought i should finish this basics outline first so i understand what i'm doing.
Wow - incredibly powerful AND beautiful:) I love all things terrain generation - thanks for taking the time to share this fascinating video, and great work!
Thx so much for your tool, it's wildly underrated you've fixed every flaws of unity terrain (for what 10 years now O_o...) while navigating the crazy hurdles it comes with.
Good lord I sat in awe watching this. This tool is insane. I will have to find the time to watch your videos more closely-- maybe when I don't have to make something for a class.
I haven't bought the asset (yet) but looking at this got me hyped, can't wait to get home and play around with it. I can tell it's going to be a great asset just by looking at the quality of this tutorial vid.
Esti genial , imi place foarte mult cum explici , e chiar interesant tot ceea ce faci , mai posteaza tutoriale , de genul acesta , sunt superbe . Sorry , i'm romanian and i don't know much english :) ,but i like you and your channel .
This is an amasingly awsome tutorial its easy to understand and realy detaild, i have never used unity but im staring to and i can still understan all that you say thanks
Thank you for putting the index into your video description. You can just write the timestamps though rather than having to do links to each part. eg. 1:17 for the short description
This looks fantastic. I have a few questions. 1) Is it possible to make terrain holes, like for caverns generated beneath the surface? 2) Could building/shop prefabs be added to the map generation so that random functional villages are on the landscape? 3) Is it possible to have streams/rivers and waterfalls generated? 4) Can nav mesh agents navigate the terrain? 5) Do generated terrains take up a lot of disk space, like if a player explores a lot and saves his game? 6) Would it be possible for a player to dig into the terrain to make lakes, hills, trenches, etc? 7) If a player leaves an area or the level, and comes back, will the terrain be the same, or newly generated and different (go into a cave on the beach, and when you return, you are on a mountaintop)? 8) How well do you think this will work with the Oculus Rift? Keep up the great work!
Can't answer everything but I'll help. 1.) Not possible without some scripts. Most tutorials say to add portals or make an entrance such as a door to load a different world (Bethesda approach). Another way around this to have a prefabricated mountain side with a cave system imported from 3ds Max, Maya, etc... don't recommend that, though. 3.) If you have a plane of water rendered at any location above 0 on the Y-Axis (Assuming your terrain is at 0) then every time the terrain is created, dips at that location would result in lakes or rivers. They might look funky with grass textures, but its definitely a start. Waterfalls I am not quite sure. 5.) By Definition, yes. The more loaded, the more the system has to recall places you've previously traveled, say, if you wanted to go back to a town or something. Unless the script were to make it different every time you leave an area and return, the file size should increase. 7.)Depends on how the script is made. Referring to the way Minecraft is structured, if the world is generated by a sort of seed, then areas will always be the same. But if the script activates every time you leave an area, more than likely, it will change. Can't go into specific scripting, for I do not have that knowledge. 8.)Should work great, assuming you have the necessary hardware and Vr Plugins / scripts for Unity. There are a bunch on the asset store.
Actually even easier. You need to have runtime installed and all you have to do is hit VR supported check in the Player Settings/Other Settings and your main camera is now VR camera if unity detects VR plugged into system where it runs. This is more than enough for quick tests and look-arounds as well as camera cut-scenes or ride like animations.
Man i just buy this asset few weeks ago i must say a great asset and a great time saver for our project. better than world creator. i will recommend to everyone to buy this asset.
You can still find bias in Legacy -> Noise (1.7) generator, and since 1.8 you can use a separate bias generator to process any map (not only noise): gitlab.com/denispahunov/mapmagic/wikis/map_generators/intensity_bias
Okay been following your tutorial, however even though this is a great asset, you changed many of your tools and updated them, could you please upload another video because some of the things you show either don't exist anymore or don't function as shown in the video such as th-cam.com/video/BxqaYrRII5A/w-d-xo.html, this does not function anymore as you explained it rather frustrating to me to follow exactly what you do and either do not have the choices or it doesn't function correctly
crazy how little progress has been made in this subject other than programs like Houdini which isn't free and is still very complex to use. This program was/is ahead it's time.
tNice tutorials is detailed, its amazin thanks man!
7 ปีที่แล้ว +3
Thanks for your tutorial. Denis, is there any way to put wind on those trees? Grass is moving allright but trees are static. I´m trying it by using a windzone but I failed.
This is so awesome. It's the combination of some of my favourite Unity tools. A few questions though. 1)If I understand this right, we can modify pinned terrains as we like, and the rest will be generated at runtime. So how do we make sure that there will be a traversable path in between two pinned terrains? 2)What about navmeshes for NPC's? Can they even be generated at runtime? 3)Is there a way to create some sort of LOD for distant terrains? As things stand now, we'll either have to fully load a adjacent terrain even tho we don't need it, or we'll content with terrain popping. Again congratulations on the awesome work. Keep rocking!
+flanker I'd like to clarify that MM does not generate roads - at least not yet, so the pinned terrains could not be connected with a path. There is no way to ensure that the pinned terrains would be connected - for example, they could be created on a different islands. To avoid this you can use a rude low-res heightmap as a base for your land - this video shows how to use it. MM works with dynamic pathfinding only. Users say that they could make Apex Path to work with MM. I plan to make low-resolution terrains in v1.4
I figured it out: my water is at height 0 just because it makes sense, right?... and my terrain is at a negative height to put it under water. It seems the water level on the Shore box is relative to the terrain instead of absolute, so I have to count on that. Still no sand, but it seems the demo scene doesn't uses it neither, so I'll take the gravel. It looks pretty nice.
+Denis Pahunov I am loving what I am seeing! This raised a couple of questions tho! I can not find the terms of service of this product anywhere (at least before pressing the purchase button)? I need to know all the terms of the product before I would consider buying, I hope you understand! (Including but not limited to terms about commercial use, and so on and so forth.) I did not see you altering the terrain height manually using the manual terrain painting tools during this demo, I am assuming that manual editing using the standard unity terrain tools is still working, but you just didn't include it? I am also assuming that manually painting on "detail meshes" works as usual? Also as you did not place/have any working colliders, do colliders work normally if set to the object prefabs? Thank you for your time in advance!
+JeiDoll You can modify terrain using standard tools. But then you'll have to "pin" those terrains. If you don't your changes will be overwritten. If it's in the prefab, colliders work as usual. There is a demo version you can try. It basically have all the functionality except you can't save. Oh, and it's v1.1(no shore generator)
+flanker Yup saw the pinning terrains , still interested to know what are the terms of use, even before downloading the demo version, and specially in regards of commercial use. Watched the entire tutorial before commenting about anything to make sure I wouldn't post doubles or already answered questions, then also went trough all the media outlets (Unity forums, his website, asset store etc), and it was just slightly odd to me that Terms of Service didn't really seem to be a thing. XD Specially since he is selling the product for 55$ I would hate to find myself loving a tool and then not being able to use it in any actual projects I am working on, legal matters are the worst, but I guess necessary evil. Was suspecting as much with the colliders & prefabs, was just weird to me that it never really got mentioned, but I guess he mainly focused strictly on visuals during the entire demo, which is understandable. :)
JeiDoll Guess he just didn't have time for the legalities yet. This is without a doubt, one of the best assets i've seen on the unity store. But there are still some major issues. I'll hold onto my money until they are fixed :) The chief amongst them is, the inability to create road networks without pinning all the terrain in between. Then there is the question of LODs. I don't want players to see terrain popping if they are coming from a high altitude. There are probably ways to fix this one, but I'd like to know beforehand.
flanker Yes for sure, but at the same time I think as a terrain creator asset tool alone, even when creating just a singular terrain map, this is still a very powerful tool, and the video did an amazing job really going trough all of the features. :D My perfectionist enjoyed all the logic and control that the different modifiers and the different outcomes depending on the hierarchy etc. Also just how far only a few models can be stretched using this system... Imagine when with 1 stone he made that, when there is 5 different types of stones. Just ah, in general everything just really looks and seems good here, I just want to see the legal things in daylight, but I'm really having hard time holding myself back from this already. XD
+JeiDoll All of the Unity Assets are distributed under the Asset Store EULA (unless it's directly stated in asset's description): unity3d.com/ru/legal/as_terms, see Appendix 1.
Hello Denis, i need your help for know how to interact with mapmagic, i want to create a multiplayer, so i would like if the player can see the other player only on the terrain range (if 4 terrain are loaded, only the player on the 4 terrain are showed) for the moment all the players load his own part of the terrain and its great if you can give me some tips for doing that i would verry appreciated (sorry for my verry bad english btw i do my best) also my shore is verry polygonal and not verry pretty like yours any tips ? also thanks for you're amazing jobs !
Uhm sir. Why my texture node does not working and get some error in console tab? I created a texture node and assigning the texture i want to use. But the changes for the texture does not shown at the terrain. The error in the console says: Terrain layers cannot be populated at the same time as the splats. MapMagic.cs(490, 611, 706), OutputGenerator(419). How to fix that?
I need a help. After using map magic, everything worked alright but after saving scene and loading it later, there is a massive lag. I logged out of unity and gave me a boost of 5-7 fps which made it workable but still. But the lag stips when i zoom into the terrain. Can anyone please help me..... 🙏🙏
Really nice Work! such a good Tutorial!!! at the and it was a bit too fast. But all in all nice work!!! :D but i got a Question: How you got the Lens flair effect or how you made the sunbeams visible? and how i get the Shadows of the trees?
+Christopher Lauber Thanks! Sunbeam effect is just a standard Unity Sun Shafts effect. They are really ok when the light source is in camera frustum. Oh, and there are slightly visible sun shafts at the skybox, but they do not play a big role in a whole picture. I had no problem with trees casting shadows, but I'm using the tree models (just a simple prefab assigned as a tree). They are casting shadows by default.
hey my objects and trees keep generating on the ground while i have relative height on. Sometimes after 10 minutes of cliking show hide output it works but when i try to change one thing it fucks everything up again
Hi, thanks for the tuto, helped me a lot with Map Magic. But I still have a question: How can I change a portion of the map (flattern large zone) ? I've disabled the trees on the square I want to edit, add a new ground texture for showing me where I need to flatern, but when it's done and I remove the texture...map magic undo all what I've done for recreate procedural generation... Do you know how I can do this ? Thanks anyway =)
Not really related to this video but ive seen "tutorials" that are actually timelapses, without even posting a link to the addon in the description or comments So the comment section is like this "Hey, post the link" "How can i follow this tutorial/timelapse thing if i dont have the addon featured in the video"
You have to update a new video for the new version. This video is for the previous one and some things have changed. You should pay attention to the educational support.
What makes you think that there are no tutorials for MapMagic 2? th-cam.com/play/PL8fjbXLqBxvbsJ56kskwA2tWziQx3G05m.html This one is still available at the asset store (mainly for voxeland compatibility), so the video is still relevant, and not removed from youtube.
@@denispahunov6415 Thank you. That helped a lot, the only problem I’ve got now is that the island mountains have got a big flat part on top, I’ve adjusted the height and a few other settings to fix it but I haven’t figured it out. Any ideas?
Props for the effort it must have taken not only to build the tool but the additional support you have given.
You're welcome! )))
This is the most detailed tutorial about a product I've ever seen. I like the way you explained your asset. Good job Denis.
+John Allushi Thanks, glad you are enjoying this tutorial!
Over the years I have watched hundreds of tutorials on dozens of subjects, and this is among the best of them. Great work! I look forward to many more
Yours is one of the few assets I've purchased and never regretted. Thanks for your hard work and I look forward to seeing how this project evolves as you further develop it.
With your videos my learning curve will shrink drastically. Thank you.
I can't believe literally no one is talking about how satisfying Nice tutorials voice softs.
After watching this video, I was in awe. This has to be one of the best assets for generating procedural-generated terrain I have seen. Absolutely brilliant using a node-based system and I can't wait to actually get hands on with this. It was an instant purchase for me and now I'm off to go and watch all the tutorials!
You've actually got so quality stuff on your channel. Keep that up man!
I'm buying this because you put so much effort in it, including aesthetics in the work flow like portals. Thank you so much.
This hands down was the best ever purchase I made on the unity asset store and I rarely purchase assets for game-dev!
Wow. Great tutorial. This fellow here has the skills to make beautiful terrain and informative tutorial. He also has a funny Slavic accent, which combined with efficient vocabulary (that he has) makes him sound even more professional. Appreciate the video. It's inspiring how good looking environment one can create in such a period of time. Amazing.
Thanks so much! Speaking of accent - I never thought it's so strong until I tried to record my voice. Got to do something with it.
Denis Pahunov Nah, sounds good, just takes a few minutes to get used to it. Great work!
Your accent is easy on the ears. No need to change it. :)
@@denispahunov6415 hey man please I downloaded the map magic two
I couldn’t find the raw input then realized its now import but don’t know how to operate the import
Please could you make a tutorial on the import node?
@@hillaryobatavwe3792 have you tried looking in documentation for instructions?
I've never wanted an asset more ever in my life.
TNice tutorials was honestly so helpful. I’ve been working around soft, whether it be church, singing in a band, or theatre for most of my life so tNice tutorials
Gotta say this is an amazing tutorial just about the best I've ever seen for an asset store item !!
year for all of us, for so- it's still ongoing. i respect you for being honest as that's what's been keeping a bit sane recently, just being
Thank you so much for your tutorials It went from 'nice tutoet science' to simple logic! You have a new subscriber
Epic! Can't wait for the next version. I use this plugin daily and it's brilliant!
+Jay Weston I'm really glad that you are enjoining MM. Hope that 1.2 will be available next week.
I paused as you went along and did the steps myself and that helped a TON.
I've rarely been so excited by a tutorial. I'm parsing it bit by bit and the potential is just fascinating:) I'm really glad you made this in depth video - i really want to play with the Biomes, but i thought i should finish this basics outline first so i understand what i'm doing.
Wow - incredibly powerful AND beautiful:) I love all things terrain generation - thanks for taking the time to share this fascinating video, and great work!
Can't say how much I like this video, amazing!
by any ans, but I can make what I envision, and that's the greatest gift to . You are, without a doubt, an expert teacher. You may
It's 1:03 and I'm :O ...!!!! like WOOOOW... can't wait to have watched it all...Thanks so much, incredible work
Thx so much for your tool, it's wildly underrated you've fixed every flaws of unity terrain (for what 10 years now O_o...) while navigating the crazy hurdles it comes with.
I'm gathering tools to begin my first 3D game. This is on the top of my list. This is amazing.
Good lord I sat in awe watching this. This tool is insane. I will have to find the time to watch your videos more closely-- maybe when I don't have to make something for a class.
I can't thank you enough... hands down the best video for beginnners
I haven't bought the asset (yet) but looking at this got me hyped, can't wait to get home and play around with it. I can tell it's going to be a great asset just by looking at the quality of this tutorial vid.
This is really cool. really nifty asset Denis!
weird seeing u here
Superb tutorial! Thank you so much for taking your time to do this. Regards a total nublet in Unity.
Quick Tip: if you dont want to use Raw Node you can invert a Cone and substract it from noise to generate non uniformed shaped islands :)
You have done some absolutely amazing work!
TNice tutorials tutorial was so easy to understand. Thank you so much!
Денис, спасибо большое за ассет, очень много проделанной работы с твоей стороны, это просто великолепно. Лайк и подписка!
The comnt section is very positive and downright encouraging! Love it!
Amazing product. I can't wait to buy this tool. I am going to get it for my future games.
wow you did a great job by your self it looks like a very realistic map
thanks!
jesus christ this plugin is amazing. i mean sure it looks great, but the editing is supreme
thanks!
Thank you very much man, seriously you helped a lot i started from 0 to 10.
Esti genial , imi place foarte mult cum explici , e chiar interesant tot ceea ce faci , mai posteaza tutoriale , de genul acesta , sunt superbe .
Sorry , i'm romanian and i don't know much english :) ,but i like you and your channel .
+Yamato Cata
Thanks!
Wow, I am very impressed. You are the Bob Ross v2.0!
very impressive presentation. It's very concise and well structured. I really hope to buy this one day for some work.
Thanks! Pity you've missed the sales
+Denis Pahunov yes I know! I only got unity a week ago. I hope the store will have a sale soon again.
badass. looking forward to diving into this tomorrow
very good tutorial . very clean . i am happy you didn't start digging deep into any specific feature - sotNice tutorialng that happens to too many
This is an amasingly awsome tutorial its easy to understand and realy detaild, i have never used unity but im staring to and i can still understan all that you say thanks
Thanks, I've tried to be detailed - and that's why it's so long :)
Pretty cool. Love to see landscape generation!
Thank you for putting the index into your video description. You can just write the timestamps though rather than having to do links to each part. eg. 1:17 for the short description
Thanks, didn't know that
Thanks for updating the description, now it doesn't have to reload the page every time you click a timestamp :)
Very impressive work you've done, thanks for sharing.
*****
No but i'm interested in the technology still.
This looks fantastic. I have a few questions.
1) Is it possible to make terrain holes, like for caverns generated beneath the surface?
2) Could building/shop prefabs be added to the map generation so that random functional villages are on the landscape?
3) Is it possible to have streams/rivers and waterfalls generated?
4) Can nav mesh agents navigate the terrain?
5) Do generated terrains take up a lot of disk space, like if a player explores a lot and saves his game?
6) Would it be possible for a player to dig into the terrain to make lakes, hills, trenches, etc?
7) If a player leaves an area or the level, and comes back, will the terrain be the same, or newly generated and different (go into a cave on the beach, and when you return, you are on a mountaintop)?
8) How well do you think this will work with the Oculus Rift?
Keep up the great work!
Can't answer everything but I'll help.
1.) Not possible without some scripts. Most tutorials say to add portals or make an entrance such as a door to load a different world (Bethesda approach). Another way around this to have a prefabricated mountain side with a cave system imported from 3ds Max, Maya, etc... don't recommend that, though.
3.) If you have a plane of water rendered at any location above 0 on the Y-Axis (Assuming your terrain is at 0) then every time the terrain is created, dips at that location would result in lakes or rivers. They might look funky with grass textures, but its definitely a start. Waterfalls I am not quite sure.
5.) By Definition, yes. The more loaded, the more the system has to recall places you've previously traveled, say, if you wanted to go back to a town or something. Unless the script were to make it different every time you leave an area and return, the file size should increase.
7.)Depends on how the script is made. Referring to the way Minecraft is structured, if the world is generated by a sort of seed, then areas will always be the same. But if the script activates every time you leave an area, more than likely, it will change. Can't go into specific scripting, for I do not have that knowledge.
8.)Should work great, assuming you have the necessary hardware and Vr Plugins / scripts for Unity. There are a bunch on the asset store.
thanks for the info!
Actually even easier. You need to have runtime installed and all you have to do is hit VR supported check in the Player Settings/Other Settings and your main camera is now VR camera if unity detects VR plugged into system where it runs. This is more than enough for quick tests and look-arounds as well as camera cut-scenes or ride like animations.
Man i just buy this asset few weeks ago i must say a great asset and a great time saver for our project. better than world creator.
i will recommend to everyone to buy this asset.
Thanks! Very pleased that you are enjoying MM!
I'm a beginner ..& really liked this ..Thanks buddy ..Amazing ..much appreciated
Денис, очень круто, спасибо. Будем учить
Thanks Denis. Really impressive work.
i didnt expect it to work wow thank you so much bro
my name is also dennis, so intro had me turn my head for a second.
You explain it so well , loved tNice tutorials tutorial.
At 32:20 , he is setting the Bias to 0.5 , but in the newer version of Mapmagic, the Bias no longer exists... How to get the same effect?
You can still find bias in Legacy -> Noise (1.7) generator, and since 1.8 you can use a separate bias generator to process any map (not only noise): gitlab.com/denispahunov/mapmagic/wikis/map_generators/intensity_bias
TNice tutorials was a very informative video. You made soft soft soft one hundred tis easier! Thanks alot
Okay been following your tutorial, however even though this is a great asset, you changed many of your tools and updated them, could you please upload another video because some of the things you show either don't exist anymore or don't function as shown in the video such as th-cam.com/video/BxqaYrRII5A/w-d-xo.html, this does not function anymore as you explained it
rather frustrating to me to follow exactly what you do and either do not have the choices or it doesn't function correctly
cant believe this is 7 years ago..
crazy how little progress has been made in this subject other than programs like Houdini which isn't free and is still very complex to use.
This program was/is ahead it's time.
8 years now and i am watching full
Great Tutorial mate!! Clear and explanatory!
really really good, looking foward to buying this
You took the words right outta my mouth.
If it is intriguing to you, you won't be forgetting it easily
Нет слов! Офигенно! Я не знаю, где использовать этот плагин в данный момент, но чую, что ради этого начну пилить отдельную игруху ).
I have just watched 9hrs tutorial so 1hr wont be bad Lol
lol
Every Producer, DJ, soft Maker and writer will love tNice tutorials feature. Please encourage soft-soft to make tNice tutorials happen. Fingers
Great tutorial! Super easy to understand!
Still helping after 2 years
does a map this size need anything like world streamer or does Map Magic do the whole thing, also, does MM work in unity 2018.3. Mega tutorial :)
AMAZING!!! Im going to buy this right away!
The best way to build terrain is wonderful work
tNice tutorials is detailed, its amazin thanks man!
Thanks for your tutorial. Denis, is there any way to put wind on those trees? Grass is moving allright but trees are static. I´m trying it by using a windzone but I failed.
vengo de otros lados, pero aqui me quedo! muy buen trabajo! me encanto! GOOD JOB :D
This is so awesome. It's the combination of some of my favourite Unity tools. A few questions though.
1)If I understand this right, we can modify pinned terrains as we like, and the rest will be generated at runtime. So how do we make sure that there will be a traversable path in between two pinned terrains?
2)What about navmeshes for NPC's? Can they even be generated at runtime?
3)Is there a way to create some sort of LOD for distant terrains? As things stand now, we'll either have to fully load a adjacent terrain even tho we don't need it, or we'll content with terrain popping.
Again congratulations on the awesome work. Keep rocking!
+flanker I'd like to clarify that MM does not generate roads - at least not yet, so the pinned terrains could not be connected with a path. There is no way to ensure that the pinned terrains would be connected - for example, they could be created on a different islands. To avoid this you can use a rude low-res heightmap as a base for your land - this video shows how to use it.
MM works with dynamic pathfinding only. Users say that they could make Apex Path to work with MM.
I plan to make low-resolution terrains in v1.4
TNice tutorials is going in my helpful tutorials playlist.
30:00 I can't find any Sand texture or layer in the project. Anyway, I tried using gravel as texture but is not doing anything. :(
I figured it out: my water is at height 0 just because it makes sense, right?... and my terrain is at a negative height to put it under water. It seems the water level on the Shore box is relative to the terrain instead of absolute, so I have to count on that.
Still no sand, but it seems the demo scene doesn't uses it neither, so I'll take the gravel. It looks pretty nice.
At 36:55 You start the grass generator, but I'm not finding these textures / sprites in the Map Magic download. Are they a separate asset to download?
think you got it already... but I thought that too but found out thats its named sedge.
can you make this world as playable demo .just like unity Adam demo hosted in google drive
found actually helpful for people started from scratch
Thank you for the tutorial, Bane. (You have a cool voice)
Can you add subtitles? even the automated youtube ones would be good?
+Denis Pahunov
I am loving what I am seeing! This raised a couple of questions tho!
I can not find the terms of service of this product anywhere (at least before pressing the purchase button)?
I need to know all the terms of the product before I would consider buying, I hope you understand!
(Including but not limited to terms about commercial use, and so on and so forth.)
I did not see you altering the terrain height manually using the manual terrain painting tools during this demo, I am assuming that manual editing using the standard unity terrain tools is still working, but you just didn't include it?
I am also assuming that manually painting on "detail meshes" works as usual?
Also as you did not place/have any working colliders, do colliders work normally if set to the object prefabs?
Thank you for your time in advance!
+JeiDoll You can modify terrain using standard tools. But then you'll have to "pin" those terrains. If you don't your changes will be overwritten.
If it's in the prefab, colliders work as usual.
There is a demo version you can try. It basically have all the functionality except you can't save. Oh, and it's v1.1(no shore generator)
+flanker
Yup saw the pinning terrains , still interested to know what are the terms of use, even before downloading the demo version, and specially in regards of commercial use.
Watched the entire tutorial before commenting about anything to make sure I wouldn't post doubles or already answered questions, then also went trough all the media outlets (Unity forums, his website, asset store etc), and it was just slightly odd to me that Terms of Service didn't really seem to be a thing. XD
Specially since he is selling the product for 55$
I would hate to find myself loving a tool and then not being able to use it in any actual projects I am working on, legal matters are the worst, but I guess necessary evil.
Was suspecting as much with the colliders & prefabs, was just weird to me that it never really got mentioned, but I guess he mainly focused strictly on visuals during the entire demo, which is understandable. :)
JeiDoll Guess he just didn't have time for the legalities yet.
This is without a doubt, one of the best assets i've seen on the unity store. But there are still some major issues. I'll hold onto my money until they are fixed :)
The chief amongst them is, the inability to create road networks without pinning all the terrain in between.
Then there is the question of LODs. I don't want players to see terrain popping if they are coming from a high altitude. There are probably ways to fix this one, but I'd like to know beforehand.
flanker
Yes for sure, but at the same time I think as a terrain creator asset tool alone, even when creating just a singular terrain map, this is still a very powerful tool, and the video did an amazing job really going trough all of the features. :D
My perfectionist enjoyed all the logic and control that the different modifiers and the different outcomes depending on the hierarchy etc.
Also just how far only a few models can be stretched using this system... Imagine when with 1 stone he made that, when there is 5 different types of stones.
Just ah, in general everything just really looks and seems good here, I just want to see the legal things in daylight, but I'm really having hard time holding myself back from this already. XD
+JeiDoll All of the Unity Assets are distributed under the Asset Store EULA (unless it's directly stated in asset's description): unity3d.com/ru/legal/as_terms, see Appendix 1.
this is actually insane
Hello Denis, i need your help for know how to interact with mapmagic, i want to create a multiplayer, so i would like if the player can see the other player only on the terrain range (if 4 terrain are loaded, only the player on the 4 terrain are showed) for the moment all the players load his own part of the terrain and its great if you can give me some tips for doing that i would verry appreciated (sorry for my verry bad english btw i do my best) also my shore is verry polygonal and not verry pretty like yours any tips ? also thanks for you're amazing jobs !
Thank you so much bro. Sending virtual hugs. Worked like a charm ;-)
It gets sad that i have all the materials needed to make a soft but when i get in front of it idk wtf im doing and i cant co up with
Uhm sir. Why my texture node does not working and get some error in console tab? I created a texture node and assigning the texture i want to use. But the changes for the texture does not shown at the terrain. The error in the console says: Terrain layers cannot be populated at the same time as the splats. MapMagic.cs(490, 611, 706), OutputGenerator(419). How to fix that?
I need a help. After using map magic, everything worked alright but after saving scene and loading it later, there is a massive lag. I logged out of unity and gave me a boost of 5-7 fps which made it workable but still. But the lag stips when i zoom into the terrain. Can anyone please help me..... 🙏🙏
Really nice Work! such a good Tutorial!!! at the and it was a bit too fast. But all in all nice work!!! :D
but i got a Question: How you got the Lens flair effect or how you made the sunbeams visible? and how i get the Shadows of the trees?
+Christopher Lauber Thanks! Sunbeam effect is just a standard Unity Sun Shafts effect. They are really ok when the light source is in camera frustum. Oh, and there are slightly visible sun shafts at the skybox, but they do not play a big role in a whole picture.
I had no problem with trees casting shadows, but I'm using the tree models (just a simple prefab assigned as a tree). They are casting shadows by default.
Have to say, good video and good guy aswell!
hey my objects and trees keep generating on the ground while i have relative height on. Sometimes after 10 minutes of cliking show hide output it works but when i try to change one thing it fucks everything up again
Hi, thanks for the tuto, helped me a lot with Map Magic. But I still have a question: How can I change a portion of the map (flattern large zone) ? I've disabled the trees on the square I want to edit, add a new ground texture for showing me where I need to flatern, but when it's done and I remove the texture...map magic undo all what I've done for recreate procedural generation...
Do you know how I can do this ? Thanks anyway =)
Are you trying to edit terrain manually, using the standard Unity tools? In this case you need to lock terrain using "Lock" button.
Not really related to this video but ive seen "tutorials" that are actually timelapses, without even posting a link to the addon in the description or comments
So the comment section is like this
"Hey, post the link"
"How can i follow this tutorial/timelapse thing if i dont have the addon featured in the video"
I have made many landscapes but bad I will try this one
Thanks...
How would this workflow change if you had a specific base map design you wanted as a Unity terrain?
You have to update a new video for the new version. This video is for the previous one and some things have changed. You should pay attention to the educational support.
What makes you think that there are no tutorials for MapMagic 2?
th-cam.com/play/PL8fjbXLqBxvbsJ56kskwA2tWziQx3G05m.html
This one is still available at the asset store (mainly for voxeland compatibility), so the video is still relevant, and not removed from youtube.
@@denispahunov6415 How do you use the raw input in map magic 2?
@@jaydami1887, try looking into Import node documentation:
gitlab.com/denispahunov/mapmagic/-/wikis/MatrixGenerators/Import
@@denispahunov6415 Thank you. That helped a lot, the only problem I’ve got now is that the island mountains have got a big flat part on top, I’ve adjusted the height and a few other settings to fix it but I haven’t figured it out. Any ideas?
@@jaydami1887 Probably your map values are exceeding 1. Reduce the height by lowering intensity value in generators (not maximum height value).
BREATHTAKING WORK CONGRATS
This looks amazing.