*Map editor update teaser* i have no words

Are you sure it’s not an issue inherent to the custom assets? E.g., does that part of the plane actually have collision, or is it not walkable?

yeah

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Damn that’s a big metal bird wing

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image not gonna lie looks cursed

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another suggestion for the foliage tool :
rn pressing shift/ctrl on the Exact mode dosen’t do anything, perhaps it should bring up the ball and allow you to delete exactly like the paint tool. it’s kinda filddy havign to switch between the two

Have you changed the Surface Mask value? This feature doesn’t have a proper editor yet (likely revisited after the Unity 2020 LTS update currently available as a public beta branch), but the default value is 1802240.

Thank you molton montro.

Molton montro more like molton monbro

Can we expect at some point to have a bake material and bake foliage tool as we did with the old editor ?
Being able to choose some of the settings like height for each material was good, and being able to have a minimal (or maximal) height for a specific material would be nice.
Being able to choose the density of a specific set of foliage would help too.

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Baking the entire terrain at once has been replaced with " auto foundation " and " auto slope " (Auto [W] brush.) options. While not as immediate a result, this scales much better for large maps with a variety of biomes and elevation.

With the Foliage > Bake [E] tool, automatic grass and tree placement works the same way as it did within the devkit editor.

idk how ive never thought of this before but i think adding an option to hide quest objects (anything with a condition on it) from the object browser would be quite awesome :smiley: perhaps it could just be put under the NPCs tab?
image

it's kinda annoying to scroll through hundreds of quest objects

and i can imagine how confusing it must be for beginners to place down an object and then it wont appear ingame because of a condition or smth (i remember doing this all the time in 2016)

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