• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By Cahit Karahan

      Hi, I'm new in this forum. It is honorable to see such communities exist. I would like to share my new game. I did for android with unity. I know the game is a little awkward , but you have to know that this game is from the time when Unity's name is Unity3D  I have made my first game when I was 12. Now I am 22.  I have taken a lot of experience in this process and I can make better games nowadays. I have published this game nowadays but actually this game is very old but also it is very special for me :))
      I have just wanted to retouch and share this game, because it has a very important place for me.

      It's a special free 3D horror adventure action game for the halloween. Fun with scary sound effects and musics, 3D realistic graphics, you will feel the horror in the deep of your heart. Use your reflex. Totally free adventure. Totally scary horror game. 

      Tamarra, she is a beast from our world. She needs to consume souls from innocent people to stay alive. Story begins, the old Elaris tribe had lost their everything because of this beast who lived in the well. Araknas was the most powerful warrior of the tribe. One day, Araknas's mother was killed by the servant beasts of Tamarra. That's how Araknas's journey to the well begins. Tamara's well is guarded by horrible beasts. Araknas has to pass all servant beasts until he reaches Tamarra.

      Even death at the end is worth the revenge. 
      Are you brave enough to jump into Tamarra's well?

      Survive from witch attacks, clown attacks and many scary creature.

      - Realistic 3D graphics.
      - Scary sounds.
      - Scary musics.
      - Best experience with headphones.
      - A demon cage where you can imprison all the demons one by one
      - The witches do not like help, but they love blood stone. Witch store where you can develop your abilities and get new abilities.
      - Countless beasts.
      - At the end of the well there is a hidden surprise for you.

      *We do not recommend this game to people with clown phobia, spider phobia, or panic attacks.*

      **!!!**Note : This game is an early-access game, we are upgrading new features every day, new beasts, new improvements, as an example online 1vs1 fall on the list, so stay on connect and follow Halloween : Horror Well on Google Play.**!!!**

    • By INFRA
      SCAN. DRILL. SURVIVE.   ISOLATED Release in May 1st 2018   https://store.steampowered.com/app/805950/Isolated/   A game by Jérémie Bertrand Music & Sound Design by Pierrick Querolle *** Our solar system has been invaded by strangers. For the purpose of a possible negotiation, a team of astronauts is sent to the moon. Alas, they are shot before even arriving on the scene. Only one astronaut survives the crash and his only goal will be to go home...   GAMEPLAY   Shoot enemy ships to avoid being invaded. Be precise in your movements, because it's better to lose a bit of life at the top than to lose it all at the bottom. Take out your drill to destroy the stones in your path. Validate your identity to cross the different laboratories. Reach the flag before losing your three lives.   And all that... at the same time! Will you be able to go home? If the answer is yes, how long will it take?
    • By BigJiggly
      Hello! So, I've been the leader of BJP for a while now. I'm a bit bored of taking the role I always take, leader. I was hoping someone out there is looking to forge a team maybe and needs a programmer. 
      I have experience mainly in the Unity engine(C# intermediate) and I have a very small amount of knowledge on Shaders, as well as experience on developing games(usually end up stuck in dev hell) and leading experience from my last team which at one point reached 11 people. I personally love the Unity engine and prefer to use it as it's the development environment I'm comfortable with. 
      I have used Unity for over a year and a few months, I'd consider myself an intermediate at the Engine, but to this day Unity still surprises me. 
      I live in the United Kingdom, I find it a bit strange to work with other programmers as the ones I've worked with tend to leave their code heavily unoptimised and I'm a on the go optimise kind of guy, I also like to get things done quickly.
      If you're a new team and need a programmer that has high levels of ambition and strives to maintain the motivation throughout the team, then I'm your guy. I don't care if you're just beginning because I'm all for helping people learn!
      To finish this off: I like to get things done and I like to get them done right the first time, if I fail I will do it again and again, etc, until I loose all motivation. So if you're a modeller or an artist, please don't leave me to do all the modelling/art as well as the programming and sound. I do have experience in all those areas but my main power is in programming and I'd prefer to keep it that way.
      [If this was posted in the wrong forum, sorry, I don't really know the layout of this website yet]
    • By Alexia
      Hi all,
      A small team are currently undertaking a fairly large game project involving multi-playing, taming and other complex game mechanisms.
      We are looking for someone who is experienced in programming a wide range of mechanisms, more information is on our discord server. It is also a learning experience and we wouldn't expect you to know how to do everything we wanted, but just ask that you would be willing to learn how to.
      If you are interested in joining the (rather long term project) just message me and i'll add you on discord.
      Thanks for your time,
    • By davemacdo
      I'm a formally trained composer (doctorate from Michigan State) who writes what most people would call avant-garde concert music. I love weird abstract projects, and I would like to work with somebody making a weird, abstract, artsy game. 
      You can find more about me and my music on my site. I have worked with acoustic and electronic sounds, including some procedurally generated and interactive computer music. 
      In particular, I would like to work on a project that lets me use Fmod to prepare an adaptive score for a game built on Unity or Unreal. I've been a music professor and would like to get experience working in this medium so that I can be a better mentor for my students. Send me a DM or email <davidjohnmacdonald@gmail.com> if you would like to discuss working on a project together. 
  • Advertisement
  • Advertisement
Sign in to follow this  

Unity Need help with vertex-based tile terrain editing

This topic is 1005 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello folks.  I'm creating a level editor within Unity3d for my project.  The editor is inspired by Blizzard's World Editor used for Warcraft III.  I understand that it's tile based and fairly certain that the individual tiles of the mesh are sharing vertices with neighbors.  Correct me if I'm wrong. 


I'm generating a grid mesh with x rows and y columns, see wireframe here: http://puu.sh/jaHYY/4385a6ae9a.png

I also have an alternate grid mesh that I thought make life easier though I no longer thing it's necessary, see here: http://puu.sh/jaI2G/442f0eb66b.png


First problem I'm having is applying UV's accordingly to get my base-layer default tiles to display nicely.  I'm using a solution that just seems super wrong to me at the moment:

(x = row, y = column, this code is within an x/y iteration)

// Top of tile
if(y % 2 == 0)
	// Second vertex of top of tile
	if(x % 2 == 0)
		uvs[i] = new Vector2(1, 1);
	// First vertex of top of tile
		uvs[i] = new Vector2(0.51f, 1);
// Bottom of tile
	// Second vertex of bottom of tile
	if (x % 2 == 0)
		uvs[i] = new Vector2(1, 0.51f);
	// First vertex of bottom of tile
		uvs[i] = new Vector2(0.51f, 0.51f);

Doing this maps the uv coordinates to the top right portion of the texture for every tile in the mesh.  I don't feel like this is the proper way to do it and the textures don't repeat nicely.  Here's how it looks:



Applied texture:



Is there a better way to uv map my base layer?  Ideally I would like to create an atlas containing multiple tile-textures that can be picked out and used for random individual tiles on the mesh.


My second problem is applying different textures atop the base layer positioned at vertices.  I'm assuming this is going to involve multiple atlases and these optional atlases are going to have a at least one tile that is transparent for when the texture is not in use.  Will these textures be applied on a separate UV layer of the mesh, and will I be able to set the uv coordinates of a single vertex on the mesh or will I need to alter the surrounding vertices as well?


Here's my shader: http://pastebin.com/Jh6vwDVZ


This is my first time working with shaders, and procedural meshes, so this is a little bit overwhelming.  For an idea of what I'm trying to achieve please see here: https://vid.me/nVlf


If somebody could clear things up I'd appreciate it a lot, been hackin' at this for a while and I just can't wrap my head around it angry.png

Share this post

Link to post
Share on other sites

fairly certain that the individual tiles of the mesh are sharing vertices with neighbors

I don't think they share vertices (at least in the general case). You need more flexibility during tile placement, so you are better off with separate vertices.


After all tiles placed, and you are ready to bake/export the map, you can always run an optimisation pass to get rid of any vertices that are actually duplicates.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement