Jump to content
This site uses cookies! Learn More

This site uses cookies!

armedunity.com uses cookies to improve user experience.

By continuing to use this site, you agree to allow us to store cookies on your computer.


  • Content Count

  • Joined

  • Last visited

  • Days Won


Erarnitox last won the day on March 29

Erarnitox had the most liked content!

Community Reputation

105 Excellent

About Erarnitox

  • Rank
  • Birthday 07/26/1997

Profile Information

  • Gender
  • Location:
  • Interests
    Unity i guess :D

Contact Methods

Recent Profile Visitors

2,072 profile views
  1. Yeah like thats not the problem. The Problem ist to create the textures for that from crappy pictures. I mean like really crappy
  2. Hey, the reason i post here is a long stroy but i have about 600 low res pictures of different floors and need to create a near photorealistic render of a room with these floors. How would it be possible to do this in about 2 weeks? Any ideas would help since i have no idea how this would be doable. The model of the room is already done and i have prepared a blender project with everything else but the textures of the floor. Any help and/or tips are higly apprechiated
  3. when you change Strings often it might be faster to use StringBuilder to reduce waste that has to be collected by the garbage collector
  4. Erarnitox

    Array of arrays

    yeah youre right it should be: //you mean something like this?: for(int i=0; i<allSequences.length; i++){ for(int j=0; j<allSequences[i].length; j++){ //read suff: something = redStuff(); allSequences[j] = something; } //seq finished reading } //array finished reading sorry bout that ^^
  5. Erarnitox

    Array of arrays

    That is actually what i just posted. Havent coded in c# a while so you might need to use .Length ... not sure if it was captial, but other than that my code does exactly that. Loops thorough the 1st array then goes to the next and so on... In the for loop the condition is the length of the array so arrays with different sizes wont be a problem.
  6. Erarnitox

    Array of arrays

    //you mean something like this?: for(int i=0; i<allSequences.length; i++){ for(int j=0; j<allSequences.length; j++){ //read suff: something = redStuff(); allSequences[j] = something; } //seq finished reading } //array finished reading
  7. Erarnitox

    Refresh Rate

    Good question but lower frefresh rates can: 1) look more natural 2) dont stress the cpu/gpu too much when your game doesnt require a high refresh rate
  8. Erarnitox

    Array of arrays

    dude its basics: int[][] allSequences = new int[][] {{1,2,3,4,5},{6,7,8,9,10},{11,12,13,14,15}};
  9. have opened a topic on the unity forums and would apprechiate any help or even just hints or ideas: https://forum.unity.com/threads/help-seams-on-new-terrain-2018-3.634732/ thank you very much
  10. Hey, just wanted to update my asset: https://assetstore.unity.com/packages/tools/terrain/xenosandboxgenerator-132459 to work with the new Terrain System but there are some problems. I got everything working so far based on the new Terrain Layers i did use splatmaps before to texture the terrain so it wasnt that hard to switch it to Terrain layers but now here is the problem: There are seams now between Terrain chunks and they are very well visible: With the old system this Terrain was completely seamless but i dont have a clue why it isnt anymore. Im pretty sure it has to do with the new layer system in some way. It looks like the normals on the edge are not calculated correctly. I did use setNeighbours() and flush() on both terrain chunks to recalculate the normals at the edge. And in the past that did work. But its also strange that at some points the textures dont seem to match somehow. Could be an illusion tho. Any ideas are greatly apprechiated Also the asset is free if you want to have a look for yourself. Source is included ofc. Also if you have any documentation of the new Terrain Layer system that would be apprechiated as well. Thanks for your help. Pretty stuck "Instancing also improves the appearance of terrain normals; we decouple the terrain mesh normals from the geometry by storing them in a normal map texture that is generated from the heightmap and sampled in the pixel shader. This means the normals are independent of the mesh LOD level. "~Unity Blogs Maybe that has something to do with it?
  11. still want to have the other features up to date. Probably im just to dumb to use the new system and just frustrated me quite a bit. Since there is very little documentation on the scripting side of it. I guess have to figue it out somehow. Just not today. So much enexpected problems with this new system Its also about my characted once there is a new stabe release i have to have all the new stuff ^^ But ill call it a day now and see why all of this happens by tomorrow. (Its time to get into unity again)
  12. I know everybody likes the new terrain system of unity but i just dont. Since 2018.3 was release i only had problems with the new terrain system. If i set the new gpu instancing to true on the terrain -> whole terrain glitches out.... okay so i wont use it then im alright with that. Warning: Splat Maps are obsolete now ... okay ill change it no problem... ofc. there is very little documentation on the new Terrain Layers api but ill figure it out. mhmm your seamless terrain has seams now -> chaning auto connect to true ... still seams .... set the same group id to all terrains tiles... still seams but why? this doesnt make sence you start to annoy me unity. well at least i have this multy terrain editing thing now. huess what. that doesnt work as well. Here are some funny pictures of a once seamless terrain: now has obvious seams and the normals are obviously not right at all but lets have a look at the editing tools now shall we. I always wanted to draw textures on multiple terrains at once: well then... maybe move it slightly.... ?? at least its not stretched like that anymore.... can i just have the old terrain back, please? I mean wtf is this, nothing works the way it should and this isnt even the beta version. Screenshots where made in Stable release 2018.3 And when it comes to scripting there really is a lack of documentation what methods are new how they work as well if any old methods are affected by changes or not useable anymore for the new Terrain System. I mean i like the idea but this the things i have experienced so far are not a stable release to me.
  13. its literally right on this page... anyways here you go:
  14. hope so he really deserves it for this awesome work. Like to see it is growing now at 6k still not a lot but i can see it getting rolling
  15. how this only has 4k views?
  • Create New...