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Rct2 custom terrain textures
Rct2 custom terrain textures









  1. Rct2 custom terrain textures update#
  2. Rct2 custom terrain textures free#

The implementation generates a uv mapping that always points in the same direction. Specifically the GenerateTopFace() method. Of course, I will always provide support for questions and the like while the product is sold on the store.Īll the UVs are generated in the Scripts/Core/Rendering/RenderTerrainSurfaceChunkJob class. So please purchase solely for the state of the product at the moment of purchase. I just want that to be clear and transparent with that. I would love to develop it further, but I cant make any promises on it. I want to prevent anyone being unsatisfied with their purchase because of their expectation that the product will develop over time. That is not something that is completely within my control. The reason I say this is that, quite frankly, further development of the asset is totally dependent on the feasibility of development time with respect to the sales volume. I would like to add: Although I greatly appreciate people buying the asset for the future potential and to support the development of the asset (I really do), please consider the product as-is at the moment of purchase and whether that is worth it for you (I think it is, if you are looking for this type of product). I will post here when the package is approved by the asset store team. This was the feature that got most requested through my support email or other channels, so that is what got the highest priority now. After that I will submit a new version to the asset store that will have builtin support for serialization and deserialization of all the terrain data based on the.

Rct2 custom terrain textures free#

Please let me know what you think and what features you deem important to you! If you have any other feature suggestions or ideas, feel free to discuss them in this thread!įirst of all, thank you for your purchase! I am currently in the process of fixing a few odd behaviours in the example water tool that is included in the package. In short, the goal of Tycoon Tile is to provide an out-of-the-box tycoon game experience to headstart your game development workflow. Custom water shader with water depth and foam rendering.Remove the need for mesh colliders to raytrace the terrain, which is required for terrain tools etc. These can include grass blades at the bottom of cliffs or surface overhangs at the top. Support for custom cliff edge decorations.Think paths and roads similar to Rollercoaster Tycoon or Transport Tycoon. Think tile edge snapping, corner snapping, offsetting etc. Cost calculations and preview of terrain modifcations (when terraforming should cost $ in your game).Included operations for checking terrain clearance such that multi-tile structures can be placed as well as restricting terrain modification around buildings. Support for terrain-attached structures and buildings.This will be useful for the next feature in the list. Locking and unlocking tile heights in position.

Rct2 custom terrain textures update#

A perfect example for this would be trees, rocks and bushes that can update their vertical position when tiles are modified, or objects that get destroyed on terrain modification. Callbacks for terrain attached GameObjects.

rct2 custom terrain textures

While I cannot guarantee or promise anything in the near- or long-term (and thus any purchases should not rely on these plans), I would still like to share a roadmap with some of the features I want to add to later versions of Tycoon Tile: I am planning on adding more features and improvements. This will provide a solid foundation for the further expansion of Tycoon Tile. I would also like to point out that with the version that is on the asset store right now, the focus of this release was on the terrain itself: easy terraforming and painting terrain textures while also adding support for water bodies. I updated the store page with new screenshot and images.











Rct2 custom terrain textures