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		<title><![CDATA[Infinity Code Forum — Mesh To Terrain Help]]></title>
		<link>https://forum.infinity-code.com/index.php</link>
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		<description><![CDATA[The most recent topics at Infinity Code Forum.]]></description>
		<lastBuildDate>Tue, 11 Apr 2023 12:52:59 +0000</lastBuildDate>
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		<item>
			<title><![CDATA[Copying a Terrain made of mesh]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?id=2105&amp;action=new</link>
			<description><![CDATA[<p>Hello,<br />I have a problem with a copy of Terrain made of mesh. <br />When I make a copy of the Terrain in the Hierarchy tab (copy-paste) all the changes I make to the copy of the Terrain (e.g. I paint it in a certain place with a texture) the same change will automatically be made on the original Terrain from which I made a copy. What should I do so that I can change the copy (repaint) and keep the original Terrain unchanged?</p>]]></description>
			<author><![CDATA[null@example.com (moszcz70)]]></author>
			<pubDate>Tue, 11 Apr 2023 12:52:59 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?id=2105&amp;action=new</guid>
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			<title><![CDATA[Cannot convert from 'Shader' to 'UnityEngine.Shader' error on import]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?id=1821&amp;action=new</link>
			<description><![CDATA[<p>Hi, I&#039;m using URP and unity 2020.3.12f1 and as soon as I import Mesh To Terrain I receive three errors:</p><p>Assets\Infinity Code\MeshToTerrain\Scripts\Editor\Converter\MeshToTerrain.Textures.cs(178,41): error CS1503: Argument 1: cannot convert from &#039;Shader&#039; to &#039;UnityEngine.Shader&#039;</p><p>Assets\Infinity Code\MeshToTerrain\Scripts\Editor\Converter\MeshToTerrain.Textures.cs(176,34): error CS0117: &#039;Shader&#039; does not contain a definition for &#039;Find&#039;</p><p>Assets\Infinity Code\MeshToTerrain\Scripts\Editor\Converter\MeshToTerrain.Textures.cs(175,101): error CS0117: &#039;Shader&#039; does not contain a definition for &#039;Find&#039;</p><p>The Infinity option also did not appear in the Window menu. I&#039;ve been struggling to figure out what&#039;s going on here so any help would be greatly appreciated. Thanks!</p>]]></description>
			<author><![CDATA[null@example.com (DaveM0820)]]></author>
			<pubDate>Mon, 23 Aug 2021 17:00:13 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?id=1821&amp;action=new</guid>
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		<item>
			<title><![CDATA[Index format?]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?id=1816&amp;action=new</link>
			<description><![CDATA[<p>I was wondering if Mesh to Terrain would work with meshes using Uint32 index format. Thanks.</p>]]></description>
			<author><![CDATA[null@example.com (pouodujour)]]></author>
			<pubDate>Fri, 30 Jul 2021 01:22:33 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?id=1816&amp;action=new</guid>
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			<title><![CDATA[HDRP Terrain layers - no textures]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?id=1777&amp;action=new</link>
			<description><![CDATA[<p>Hi, I have successfully converted a mesh textured with a satellite image into 8x5 terrain tiles. Each tile has the correct texture, exactly as the mesh. However, in HDRP, when I try to paint over it with new terrain layers, e.g. grass or gravel, the textures are not visible. Any new layer, no matter what texture it contains, turns into a solid color. This has worked using the built in render pipeline. What can be done?</p>]]></description>
			<author><![CDATA[null@example.com (mgrugl)]]></author>
			<pubDate>Wed, 19 May 2021 23:49:01 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?id=1777&amp;action=new</guid>
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			<title><![CDATA[It's generating empty terrains]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?id=1728&amp;action=new</link>
			<description><![CDATA[<p>I have had a few terrains generate successfully but it seems random.&nbsp; In most cases, I get a result that looks like this.&nbsp; If I use &quot;auto detect&quot; for the bounds it does this same thing too.&nbsp; Which parameters might be causing this?&nbsp; Thanks.</p><p>Is there a limit to how many triangles the mesh being converted can have?</p>]]></description>
			<author><![CDATA[null@example.com (cdhorrigan)]]></author>
			<pubDate>Mon, 22 Mar 2021 14:44:06 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?id=1728&amp;action=new</guid>
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			<title><![CDATA[Faceted terrain after split]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?id=1416&amp;action=new</link>
			<description><![CDATA[<p>I am converting a 20km mesh to terrain and also splitting that terrain into 20x20 1km chunks. </p><p>In the process, the terrain becomes faceted. I&#039;ve tried adjusting resolution of heightmap and also toggling the adjust size checkbox to no avail. If I do not split the terrain I get fine results, but when I split into 20 chunks the faceting happens.</p><p> I tried to upload pics but it seems I can only upload one at a time?</p>]]></description>
			<author><![CDATA[null@example.com (javor.alex)]]></author>
			<pubDate>Sat, 28 Dec 2019 15:56:58 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?id=1416&amp;action=new</guid>
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			<title><![CDATA[Size problem after model transformation into terrain]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?id=1333&amp;action=new</link>
			<description><![CDATA[<p>When my model is transformed into terrain, the size of the model and terrain is not exactly the same. Is this a bug? Thank you</p>]]></description>
			<author><![CDATA[null@example.com (yinyu)]]></author>
			<pubDate>Fri, 16 Aug 2019 01:05:07 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?id=1333&amp;action=new</guid>
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			<title><![CDATA[The bottom of the grid has been filled up after it has been turned to]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?id=1332&amp;action=new</link>
			<description><![CDATA[<p>Why? I don&#039;t want the bottom to be filled.</p>]]></description>
			<author><![CDATA[null@example.com (yinyu)]]></author>
			<pubDate>Mon, 12 Aug 2019 09:36:39 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?id=1332&amp;action=new</guid>
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			<title><![CDATA[Converting terrains from collada, 3dmax etc.]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?id=837&amp;action=new</link>
			<description><![CDATA[<p>Hi,</p><p>I would like to buy your asset but I am not sure what I get. I ma not sure if I need it at all because I have assets like Gaia, Relief Terrain pack, CTS, Vegetation Studio and I could create everything in Unity editor too.</p><p>I can sometimes find a good work outside of Unity and maybe that could be reason to buy your asset.</p><p>Let&#039;s see some examples and could you tell me what I get after conversion, what about models like trees rocks etc.?</p><p>1. <a href="https://www.cgtrader.com/3d-models/exterior/landscape/deep-jungle-scene">https://www.cgtrader.com/3d-models/exte … ngle-scene</a></p><p>Do I need your converter if there will obj formats available?</p><p>I wanted to show more examples but only one link is allowed.</p><p>Thanks</p>]]></description>
			<author><![CDATA[null@example.com (cybersoft)]]></author>
			<pubDate>Sun, 13 May 2018 10:37:06 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?id=837&amp;action=new</guid>
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			<title><![CDATA[Terrain height]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?id=753&amp;action=new</link>
			<description><![CDATA[<p>Hi,</p><p>Is it possible to generate each terrain piece with the full 16-bit height range? At the moment the tonal range seems to be determined by the height of the source object for all tiles. In my case, this means each tile only uses a small slice of the available 16-bit colour range, making them bumpy to move over.</p><p>Any help appreciated!</p><p>Best regards,<br />Rob</p>]]></description>
			<author><![CDATA[null@example.com (rob)]]></author>
			<pubDate>Mon, 22 Jan 2018 21:40:55 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?id=753&amp;action=new</guid>
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			<title><![CDATA[My mesh is converted weirdly..]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?id=727&amp;action=new</link>
			<description><![CDATA[<p>Hi~! </p><p>I converted my mesh to terrain with your asset. Results are very confusing.</p><p>How can I fix this? Help me please:)</p>]]></description>
			<author><![CDATA[null@example.com (skywaver)]]></author>
			<pubDate>Mon, 18 Dec 2017 06:01:32 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?id=727&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[Will Mesh to Terrain work with concave meshes?]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?id=614&amp;action=new</link>
			<description><![CDATA[<p>I have posted a image of my work. Wanted to know if this can be converted to terrain with mesh to terrain.</p>]]></description>
			<author><![CDATA[null@example.com (harshad742)]]></author>
			<pubDate>Mon, 31 Jul 2017 11:23:46 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?id=614&amp;action=new</guid>
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		<item>
			<title><![CDATA[Geovox terrain import]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?id=589&amp;action=new</link>
			<description><![CDATA[<p>Hello All,</p><p>Thinking about buying this software but wanted to know if any one has used this with a Geovox terrain ?</p><p>When GV terrains are imported to Unity they are &quot;voxel chunks&quot;, essentially meshes, so I&#039;m assuming it should be ok but wanted to see if anybody had any experience with them.</p><p>Many Thanks</p><p>M</p>]]></description>
			<author><![CDATA[null@example.com (montecarlo)]]></author>
			<pubDate>Fri, 30 Jun 2017 04:10:43 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?id=589&amp;action=new</guid>
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			<title><![CDATA[Map to Terrain reuse]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?id=203&amp;action=new</link>
			<description><![CDATA[<p>hi All,<br />sorry for newbie question, just got OnlineMap yesterday<br />I would like to reuse one of the map&nbsp; (with Elevation) into my own game. so the map needs to be offline, and I should be able to run the game without connection on mobile</p><p>what are the steps to do so?? high level walkthrough is appreciated</p><p>best regards</p><p>Tipaza</p>]]></description>
			<author><![CDATA[null@example.com (tipaza)]]></author>
			<pubDate>Mon, 25 Jul 2016 07:58:51 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?id=203&amp;action=new</guid>
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			<title><![CDATA[Error: NullReferenceException: Object reference not set to an instance]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?id=169&amp;action=new</link>
			<description><![CDATA[<p>(Firstly, I&#039;d like to say this tool is fantastic. It saved me a huge bunch of time to transfer my terrains from 3dmax to unity. Thank you , my dear developers. )</p><p>I have met a wired problem, and stucked on it for a while. I have a terrain which is made in 3dmax, it is a collection of 1302 pieces of meshes, and every mesh has its material. I recieved a bunch of errors while applying the Mesh To Terrainl, but it seems to be the same type of error. (shown below) The wired part of this is when I convert the meshes piecewisely (10 pieces of meshes per time), there is no error appeared, but since I have 1300 pieces of meshes, it is too tedious to convert them 10 by 10. <br />Need help . . .&nbsp; </p><p>NullReferenceException: Object reference not set to an instance of an object<br />MeshToTerrain.GetColor (Vector3 curPoint, Single raycastDistance, Vector3 raycastDirection, Int32 mLayer, UnityEngine.Renderer&amp; lastRenderer, System.Int32[]&amp; triangles, UnityEngine.Vector3[]&amp; verticles, UnityEngine.Vector2[]&amp; uv) (at Assets/Infinity Code/MeshToTerrain/Scripts/Editor/MeshToTerrain.cs:427)<br />MeshToTerrain.UpdateTexture (UnityEngine.Terrain t) (at Assets/Infinity Code/MeshToTerrain/Scripts/Editor/MeshToTerrain.cs:1058)<br />MeshToTerrain.Update () (at Assets/Infinity Code/MeshToTerrain/Scripts/Editor/MeshToTerrain.cs:809)<br />System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)<br />Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.<br />System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)<br />System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)<br />UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:187)<br />UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:180)<br />UnityEditor.HostView.SendUpdate () (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:245)<br />UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorApplicationBindings.gen.cs:217)</p>]]></description>
			<author><![CDATA[null@example.com (wfr_tc)]]></author>
			<pubDate>Fri, 17 Jun 2016 03:54:02 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?id=169&amp;action=new</guid>
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