anthony.mann Posted April 30, 2013 Share Posted April 30, 2013 I'm asking this question a bit early but, is it possible to import custom terrain through C++ and get it plugged into Unigine's terrain system? I would like to be able to manipulate LOD, flatness etc. through Unigine, as I am an artist and my brother is the coder. It's not as simple as using a height map to import the terrain either because we are currently implementing a voxel terrain system into Unigine. Thank you, Tony Link to comment
frustum Posted April 30, 2013 Share Posted April 30, 2013 There is no access to terrain via c++ API right now. Terrain can be modified on script system by using heightmap, diffuse, normal and mask Images. Link to comment
anthony.mann Posted May 1, 2013 Author Share Posted May 1, 2013 Frustum, Ok. Thank you! I'm trying to figure out how much we will need to do externally with the voxel code before it's imported into Unigine. So, because I don't understand this side of things... how would something like the LOD system work for an import terrain like this? I'm assuming it would be coded into the C++ files, that are being imported with the terrain. At that point it could function just like terrain that was created inside Unigine, correct? What I mean is, if I looked at the wire frame of the imported terrain, I would see the same amount of tessellation and LOD's as if it were created inside Unigine (theoretically). Also, are there any hopes of getting access to the terrain via c++? Thanks, Tony Link to comment
frustum Posted May 1, 2013 Share Posted May 1, 2013 Next SDK will contain ObjectTerrain c++ access. Link to comment
anthony.mann Posted May 2, 2013 Author Share Posted May 2, 2013 Wow, awesome! Thanks guys! Link to comment
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