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5) knowing the tools to edit the terrain There are highly automated methods to create terrain and not waste time. We will dedicate specific tutorials for those cases. In this first map, we will use the tools that are provided by default. These options are available, selecting the corresponding terrain, from the inspector tool, as shown in figure 21. The main functions are explained below.
fig.21 Default tools to work the orography of the terrain
- a) Raise/Lower Terrain
The tool Raise / Lower Terrain allows you to create mountains or elevations of the land, according to a series of Brushes. You can define the size and strength of the terrain increment.
fig.22 Raise/Lower Terrain tool
- b) Paint Height
The Paint Height allows you to create highlands, according to the available brushes. Additionally it allows you to set the height to create the altiplano. It is very useful in the development of maps as we will see below.
fig.23 Paint Height tool
- c) Smooth Height
It serves to soften the terrain, in case of having very steep mountains, improving the realism of the terrain.
fig.24 Smooth Height tool
- d) Paint Texture
It allows to paint the land properly. The brushes and textures that we use are especially important for this.
fig.25 Paint Texture tool
- e) Place Trees
You can include trees or varied vegetation on the map. However, this can compromise its performance, making it a very slow environment with a lot of lag. It is advisable not to abuse, and if possible avoid the use of trees with many polygons.
fig.26 Place Trees tool
- f) Paint Details
It allows adding new details to the terrain, such as grass. However, it can also compromise the performance of the map. If it is a small map, go ahead, you can use it. If it is a large or medium map, I do not advise it...
fig.27 Paint Details tool
6) Creating terrain orography
Once we know the basic tools, we will begin to work the height of the terrain. By default, the terrain is completely flat. We need to create a high plateau that can emerge from the water. In fact, we must imagine that the available space is full of water, and the land we have created will be an island, more or less large. Whenever we work with the basic tools, I recommend creating a highland in the field. The altiplano, must have enough height, as to emerge from the water a part of the terrain, and leave the edges of the terrain submerged to a sufficient depth. In this way, it is achieved that those edges of the map are not seen through the water. See figure 28.
fig.28 First we make a highland
To create the altiplano in this terrain, we have chosen a height of 200 and a large brushes. Note that the edges of the map are at the original height of zero.
The next step is to change the position in height of the terrain. This is done to submerge the terrain a bit, and generate the island effect. It is necessary to submerge it to the sufficient depth so that the square form of the ground is not seen, being covered by the sea. To do this we are going to lower the ground to -70 on the Y axis, as shown in figure 29.
fig.29 Down the position of the terrain
This done, we will have enough submerged terrain, so as not to see the square base of the land. On the other hand, we will see the terrain that we have made emerge with the tool of highlands. The next step is to create mountains and depressions on the terrain. We use the tools we have at our disposal. In my case I have obtained this result. See figure 30.
fig.30 Terrain ready to paint
In this example, I have created elevations and mountains over the highlands. I have also left flat space, to place an airport and future convoys and land units, towns and any other element that we can think of. Note that I have used the smoothing tool to create beaches on the margins of flat terrain.
7) Painting the terrain
The next step is to paint the land. For that we need a suitable palette of textures. However, our map does not have. You have to look for them and download them. Normally the textures must be square, and present a repeated pattern, so that they can be used continuously throughout the entire terrain. The next step is to paint the land. For that we need a suitable palette of textures. However, our map does not have. You have to look for them and download them. Normally the textures should be square images, optimized for the paralax effect and with an optimized color palette of 256. This will allow to present a plot of repeated textures, that can be used continuously throughout the entire terrain. The resolution in pixels can be from 256x256, 512x512 or 1024x1024. However, I have worked with higher resolutions and it has worked. Everything depends on the size of the map and the configuration of the terrain. In this example I used a texture package that I freely share with you. I have searched them in Google Images, using the following query.
Note
Our friend @Squirrel tell us about the possibility of creating seamless textures using GIMP. << you can make textures seamless (continuous pattern) using GIMP (free image editing software), by Going into Filters\Map\Make Seamless >>
Researching a bit I found some open source software to design textures with continuous seamless patterns. You can try NeoTextureEdit or Pixplant. You can also find interesting resources in... Cloud Blender Textures and Open Game Art
Prepared the resources, we copy and paste the folder with the textures to the follow path C:\Users\nameOfUser\Documents\myfirstmap\Assets. (Probably, before doing this, you should save the project and the scene. By default, all mod information should be stored in a similar path). See figure 31
fig.31 Copy and paste the textures folder into the Assets directory of the mod
When copying and pasting the texture folder into the "Assets" directory, Unity recognizes and incorporates it into the available resources of the project, as shown in figure 32.
fig.32 Unity recognizes the resources that we have moved to the Assets directory
Figure 33 shows that the result is the presence of the folder that contains all the textures we need for our project. It is perfectly visible for use and reuse
fig.33 The folder with its textures has been recognized in our project
Once the resources are available, the textures have to be added to the terrain. Normally not all textures are added. We work with a sample or selection. For example, in this map we will need 2 grass textures, 2 rock textures, 1 water texture, and various asphalt, road, and sand textures. To add the textures we select the tool Edit Textures --> Add Terrain Texture as shown in figure 34
fig.34 Add Terrain Texture
@mikoyanster
First of all, thank you for creating this guide. I have wanted to and have been trying to make a mod for almost half a year, but the assets weren’t importing right. I finally figured out the problem was that I didn’t have the version of Unity that SP now uses (2018.4.8). Since then, I have used this guide to help me get started making the mod. Although it is a little different now in Unity because of the new version, I can mostly still do what it says to in the guide.
The question and problem I had was with the terrain texture. I downloaded and pasted your terrain texture package into the assets, but after that it doesn’t show the ‘textures’ section in the menu. Here are some pictures of what it shows:
https://i.postimg.cc/dQCphBkc/Screenshot-459.png
https://i.postimg.cc/k59XH40B/Screenshot-460.png
Is there an updated version of the mod textures you use?
Thank you!
I don't know if you are intending to cover this one page 3, but do you know how to determine the Area on a map (as in what island it is) in the locations of the map?
Also, do you know how to make a location discoverable?
Thank you
very helpful posts, i was wondering how i can add, example: more ships to the original map. and if its possible to use a build instead of said ship. its possible to do so?
thank you for your time,@mikoyanster
@T8flightcrafts However, I do not know everything. We should have a tutorial that will teach us how to manage AI units so they can do air patrols for example. Or for example a tutorial to import other models of ships and tanks, without penalizing the performance of the game. There is a lot of work. I do not know if you can do all that with Unity, but we are trying it and asking other more advanced users, to learn how to do it. Many of these things already require programming knowledge in C-SHARP. I still have a hard time understanding its operation. So, ideally, it would be that the Asset Modtools of SimplePlanes, include all these possibilities and in case of including them, that would explain in a tutorial how it is done. The idea is to make the task as easy as possible, so that anyone can design their missions and share them with the community. It would give a lot more life to the game ...
@T8flightcrafts There are still many steps in this tutorial. When I finish it, I'll start another tutorial to teach how to create more realistic terrains. Then, I have to do a mini-tutorial to teach how to manage the convoy units. And finally a tutorial to import 3D models in the maps. I forgot ... tutorial to create mods designers.
will your next one be about posting? or is that simple?
thanks this is so he;[ful. im going to start making maps tomorrow! or at least try. t his is very helpful
@Squirrel thank you again! I add this source 😉😉
@mikoyanster Also, Blender has a section on their website for seamless (I think ) textures.
@Squirrel Thank you very much!!! i will add this tip ;-)
Pro tip, you can make textures seamless (continuous pattern) using GIMP (free image editing software), by Going into
Filters\Map\Make Seamless