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Denis Pahunov
Приєднався 1 лип 2013
Unity Editor Extensions by Denis Pahunov
Dungeon Constructor
That's what I found during sorting out the rubble and reviving Voxeland.
It uses Voxeland's voxel system, but works a bit differently, more like a Townscaper. To be honest don't know what to do with it. Abandon? Release as an asset? Make a game?
It uses Voxeland's voxel system, but works a bit differently, more like a Townscaper. To be honest don't know what to do with it. Abandon? Release as an asset? Make a game?
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Відео
MapMagic Brush Showcase
Переглядів 4,6 тис.3 роки тому
The module is now available at the Asset Store: assetstore.unity.com/packages/tools/terrain/mapmagic-2-brush-187580
Brush Quick Start
Переглядів 5 тис.3 роки тому
This video shows the most basic things of MapMagic Brush module. Note that it's currently in Public Beta stage and is available for download: gitlab.com/denispahunov/mapmagic/-/wikis/Brush/PublicBeta
Ledge and Beach
Переглядів 11 тис.3 роки тому
New nodes added in MM 2.1.0 are made to create a shoreline effect
MapMagic Expose/Override system
Переглядів 4 тис.3 роки тому
MapMagic 2.1.0 brings a new way to expose graph values. Controlling overridden values with script: gitlab.com/denispahunov/mapmagic/-/wikis/Main/Expose
MapMagic 2 SchemeView
Переглядів 1,6 тис.3 роки тому
One of the new features MapMagic 2.1.0 brings is a scheme view: a special work mode at furthermost zoom level.
MapMagic Brush module overview
Переглядів 4,5 тис.3 роки тому
A short video highlighting the main features of the upcoming Brush module for MapMagic 2. In text: gitlab.com/denispahunov/mapmagic/-/wikis/Tutorials/NewFeature_Brush
MapMagic2: Villages in 3 minutues
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Creatinve villages on an island created here: ua-cam.com/video/joXCog78jjo/v-deo.html ua-cam.com/video/1L6JyfydeZE/v-deo.html
MapMagic2: Objects In a minute
Переглядів 3,5 тис.3 роки тому
Timelapse of placing objects on an island created here: ua-cam.com/video/1L6JyfydeZE/v-deo.html
MapMagic2: Island in a minute
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Timelapse for creating an island from scratch and texturing it in a minute. Video from Asset Store page
MapMagic 2 Functions
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MapMagic 2 Biomes and Functions module tutorial: Using the functions node. Exposing values. Graph re-using.
MapMagic 2 Biomes
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MapMagic 2 Biomes and Functions module tutorial: Mixing several graphs together in one scene.
3. Simple Graph: Objects
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MapMagic 2 (WiP) tutorial: Creating trees and placing stones. Note that this video demonstrates the asset version that has not been officially released. The open beta could be downloaded here: gitlab.com/denispahunov/mapmagic/-/wikis/MM2-Public-Beta
2. Simple Graph: Maps
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MapMagic 2 (WiP) tutorial: Simple workflow for maps nodes Skip intro: 0:35 Note that this video demonstrates the asset version that has not yet been released. The open beta could be downloaded here: gitlab.com/denispahunov/mapmagic/-/wikis/MM2-Public-Beta
Using Vegetation Studio Pro with MapMagic
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Using Vegetation Studio Pro with MapMagic
Editor Preview feature in MapMagic 2
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Editor Preview feature in MapMagic 2
Tutorial: Vegetation Studio Output node for MapMagic
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Tutorial: Vegetation Studio Output node for MapMagic
Vegetation Studio Tutorial (artifacts)
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Vegetation Studio Tutorial (artifacts)
Applying CTS to MapMagic using Custom Shader Output
Переглядів 2,5 тис.6 років тому
Applying CTS to MapMagic using Custom Shader Output
Note for people who have problems with MicroSplat Tessellation not working: The video does not show it, but in recent versions of MM2, the graphical MicroSplat node contains an option under advanced settings, named "Apply Type", which is set to "Texture" by default. You need to change that to "Splats" and the Tessellation will take effect.
If you release it, I'll buy it immediately :-)
Hey Denis. I've been playing around with Map Magic 2 a bit. I'm encountering some errors that I cannot seem to fix. " NullReferenceException: Object reference not set to an instance of an object MapMagic.Terrains.TerrainTile.StopTask (MapMagic.Terrains.TerrainTile+DetailLevel det, System.Boolean dequeue) (at Assets/MapMagic/Terrains/TerrainTile.cs:706) " This occurs when I hit the refresh button in the graph view. Basically what it fails to do is updating the current tiles. If anyone else gets this error, and has a fix, please let me know.
Some things I figurred out: dont unpin the tile - it will reset the locked terrain. Also the lock doesnt apply to MapMagic2 Objects - use a "SPOT"-Output with same coordinates as the Lock and make it as a Mask for your Object spawns. If you have other tips I appreciate them as well! :) Keep it up!
Great, thank you! But what about nav mesh obstacles? Everything can go through these objects/trees, even when we add nav mesh obstacle to the prefab :/
Here how I got grass showing up in Unity6 & URP: Use Grass Mode "Mesh Vertex" and Check "Use Instancing". In Project Folder din the Sedge Material an set the Shader sto "Universal Render Pipeline/Unlit" + Surface Type "Transparent" + Base Map "Sedge"
The relative height isn't working. Even if I do exactly what this says, my building always ends up underground.
how to combine two different heights?
im currently stuck on the part where u add grass. every single texture added is just white or it doesnt render at all, whats up with that lol.
Should the beach node work across terrain tiles? I'm getting seams where the player can fall through the map, and I'm pretty sure it's this beach node causing it.
Relative Height doesn't works :(
How are you guys using Vegetation Studio? I thought it was no longer available?
Is there a wrapper for the library that lets users do all the parameter selection and generation from a separate script?
Was everything in this video made using only Map Magic, or were other softwares necessary?
i dont have a character controller in mine did i import it wrong?
Your voice actually makes me want to jam knives into my ears
asset name?
dont abandon it man, realese it, this is so cool
MapMagic is great. I mean, really great. Thank you Denis.
I followed along with parts of the tutorial as Denis walked us through it, and instantly had terrain that would have taken me quite some time to construct by hand inside the Unity editor. I mean INSTANTLY. Like, less than 10 seconds from absolutely nothing to a seamlessly tile mapped terrain (not with tress and stuff - just the shape). That makes me happy! Denis works hard to keep you calm and from being overwhelmed, and he does a great job.
çok büyük adamsın kral çok sağol
Has this ever been released? It looks great!
Можно ли тут создавать острава летающие ?
It looks nice, and would buy if it was released. But I'm kind of missing a good graph-based procedural dungeon or building system. Especially one that could generated decent caves. Considering your knowledge of graph-based terrain generation, have you ever thought about creating a similar tool for buildings or dungeons (or caves)?
This is really neat. If by similar to Townscaper you mean using wave function collapse, I can imagine there being more meshes added, like steeper arches or different walls. I know that would take a lot of effort, though.
Errr, not really. WFC is good for generating initial voxel structure, define what block will be filled and what not. As far as I understand, in Townscaper it's used to scatter details - like windows, balconies, chimneys - while the core geometry utilizes marching cubes. You may have noticed a delay in Townscaper that happens after block change for WFC to perform since it's very resource intensive operation. I'm using something similar to marching cubes too - however not exactly. Each of the blocks actually consists of 4 sub-blocks, so it works on a sub-block level. Probably later I will make an article or a video explaining how things work.
very noice
I think it's pretty sick, you should release it when you implement all the great overgrowth
Definitely make it an asset, or if not, a tutorial on how to make this. Fantastic work.
The maker says it's similar to Townscaper. I don't know if they just mean in surface level mechanics, or if they mean that this uses wave function collapse. The wave function collapse algorithm looks like it would work. There are a few videos about it on UA-cam that explain it, even in 3D. You could also use marching cubes if the selection of tiles only depends on immediate neighbours, which I think is the case here. Marching cubes is easier. It's similar to autotiling but in 3D. Maybe also look up autotiling bitmasks to get what I mean.
This look very promising. A different approach to making dungeons, and I really do like it. And probably would buy it if it was a fair price.
Yep definitely make it an asset
This can be used for way more than dungeons, just general grid based 3D level design process. Autotiles 3D, doesn't work as smoothly as this IMO. I first hoped this was a dungeon system for MapMagic, because i had imagined that before. I mean as a sort of teleport system -> enter dungeon and it's like a generated cave system. The entries and exits are simply connected to the "overworld" MapMagic map. Basically proc gen Elder Scrolls.
Btw if this wasn't clear. I think this would be a great level design asset!
asset
Asset please! Amma buy! Love MapMagic!
Will buy also or betatest :)
Such incredible work. Unity should buy this tool and integrate it directly into Unity as default. If you’re making anything in Unity using terrain, Map Magic is a necessity.
Great Tutorial. Good speed and everything covered. Thank you! Great work.
Well explained and great tool! I ran into issue not beeing able to Pin New Tiles - didnt hat Gizmoz shown in Scene view. After turning them on all worked fine. Thank u!
would be nice to get some help with your splines. been seeking help for a while, considering im a paying client i may ask for a refund since no support
does persistent storage need to be created for each tile?
Без остальных дополнений, сам по себе Voxeland непригодный для работы ассет... В нем нет по факту ничего.. Нужны кисти - купи... Нужны ноды.. купи... Условно говоря в нем нет генератора - простая задача, нужно сгенерировать парящий остров - без дополнений - НЕВОЗМОЖНО
have you considered porting map magic to godot? I work doing art assets for games and unity changed their fees today and projects are switching over to unreal and godot, , I'm gonna miss how easy it was to use this.
5 years into the future, I say thank you!! MapMagic 2 had this problem and moving the "Main Margins" parameter from 16 (the default) to 32 fixed it perfectly.
This video is talking about MapMagic 2 Objects asset?
How do I bake the map?
It won't let me select all, to make a group :/ Maybe it's not compatible with the new Unity Version?
Can you scatter trees or grass on top of scattered Gameobjects?
I'm encountering an issue... It seems as though when I try and add more than 3 biomes, the textures on the 4th biome do not load. Instead it appears as a big black blob. It's not the biome's graph, as when I change it to anything else it does the same thing. Is there any idea on how to fix this? (I am using HDRP, Unity 2022.3.4f1)
there is no scatter
sorry but there isnt a map magic menu in project
Hi, There's an shader error for the URP Preview. How can this be fixed? Can't find any info on it in the manual. Shader error in 'MapMagic/TerrainPreviewURP': 'SplatmapFragment': no matching 1 parameter function at line 120 (on d3d11)
The "Generate Changed" button or explanation makes zero sense. Its not a toggle? No icon or text changes. So how is it different from the "Generate" button?