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	<title type="html"><![CDATA[Infinity Code Forum — Tiling Shader Buildings]]></title>
	<link rel="self" href="https://forum.infinity-code.com/extern.php?action=feed&amp;tid=1638&amp;type=atom" />
	<updated>2024-05-14T15:30:42Z</updated>
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	<id>https://forum.infinity-code.com/viewtopic.php?id=1638</id>
		<entry>
			<title type="html"><![CDATA[Re: Tiling Shader Buildings]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=9535#p9535" />
			<content type="html"><![CDATA[<p>Thanks to you and your fellow for sharing the code, but unfortunately I won&#039;t be able to include this code in the asset because it adds dependencies on third party packages that users may not have.<br />I will try to find another way to increase performance.</p>]]></content>
			<author>
				<name><![CDATA[Alex Vertax]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=2</uri>
			</author>
			<updated>2024-05-14T15:30:42Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=9535#p9535</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Tiling Shader Buildings]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=9534#p9534" />
			<content type="html"><![CDATA[<p>Hi Alex,<br />a fellow programmer suggested that I show you this code based on your script.<br />He says it could increase performance when creating the underwater part.<br />I hope this can really improve your wonderful asset!</p>]]></content>
			<author>
				<name><![CDATA[Loryer]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=561</uri>
			</author>
			<updated>2024-05-14T07:20:29Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=9534#p9534</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Tiling Shader Buildings]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=9526#p9526" />
			<content type="html"><![CDATA[<p>Ok thanks, for now I was able to test the normal workflow (with the png) and everything works again.<br />Next week I&#039;ll test the BitMask and HugeRaw, and I&#039;ll update you.<br />A thousand thanks</p>]]></content>
			<author>
				<name><![CDATA[Loryer]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=561</uri>
			</author>
			<updated>2024-05-09T17:30:14Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=9526#p9526</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Tiling Shader Buildings]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=9523#p9523" />
			<content type="html"><![CDATA[<p>Thanks for the videos.</p><p>Oops... I accidentally opened the wrong style in mapbox where the water was black, got the wrong result, thought the feature was broken, and broke a properly working feature.<br />Sorry, I&#039;ll try to be more careful.<br />I reverted this back, and have already released a new version.</p><p>About Huge Texture:<br />The problem is that Huge Texture generates RGB image, not grayscale.<br />That&#039;s why the converter says that the file size doesn&#039;t match.<br />You need to do the following:<br />Open hugeraw in explorer, make a copy of the file and change the extension to raw. Open the file in photoshop, and do the steps you did with the regular texture.</p>]]></content>
			<author>
				<name><![CDATA[Alex Vertax]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=2</uri>
			</author>
			<updated>2024-05-09T12:25:51Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=9523#p9523</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Tiling Shader Buildings]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=9520#p9520" />
			<content type="html"><![CDATA[<p>Hi Alex, I tested your change on 4.9.1.1 but something isn&#039;t working.<br />The underwater map also seems to affect the above-ground part.<br />I attach a video where I hope to make you understand the problem.<br /><a href="https://youtu.be/s9s_YxxhriE">https://youtu.be/s9s_YxxhriE</a></p><p>I&#039;ll also attach a second video<br /><a href="https://youtu.be/lDHElfVtTu8">https://youtu.be/lDHElfVtTu8</a><br />In this I show you that I can&#039;t use a texture created with HugeTexture inside the underwater field and I can&#039;t even convert it to BitMask (which would be fantastic given the increase in resolution and therefore precision).</p><p>If it didn&#039;t work like this, it would be interesting to be able to create the underwater automatically on each tile of the terrain, so as not to have a single texture for the entire terrain of large dimensions such as (200Km x 200Km).</p><p>I hope you understand my problem<br />Thank you</p>]]></content>
			<author>
				<name><![CDATA[Loryer]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=561</uri>
			</author>
			<updated>2024-05-09T08:44:01Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=9520#p9520</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Tiling Shader Buildings]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=9517#p9517" />
			<content type="html"><![CDATA[<p>The issues have been fixed and the new version is now available in the Asset Store and through the inbuilt update system.</p><p>Video:<br /><a href="https://www.dropbox.com/scl/fi/42j3vaciqurtp1sxfrgj3/RWT-Water-BitMask.mp4?rlkey=xclzpgx9hpj7k9uuo7s6vv5ra&amp;dl=0">https://www.dropbox.com/scl/fi/42j3vaci … a&amp;dl=0</a></p><p>P.S. I have a localised version of Photoshop that I haven&#039;t switched to English for the video. <br />But I think you will have no problem understanding what I&#039;m doing.</p>]]></content>
			<author>
				<name><![CDATA[Alex Vertax]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=2</uri>
			</author>
			<updated>2024-05-08T19:29:23Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=9517#p9517</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Tiling Shader Buildings]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=9516#p9516" />
			<content type="html"><![CDATA[<p>Great Alex, thanks!</p><p>Thanks also for the explanation of the threshold, now I understand.</p>]]></content>
			<author>
				<name><![CDATA[Loryer]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=561</uri>
			</author>
			<updated>2024-05-08T06:50:21Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=9516#p9516</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Tiling Shader Buildings]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=9515#p9515" />
			<content type="html"><![CDATA[<p>While preparing a reply for you, I found a few bugs in Generate Underwater and Bit Mask Converter that are causing this to not work as it should.<br />I will try to fix them within the next 24 hours and release a new version.<br />Also, I&#039;ll make a video for you on how to convert RAW to BitMask and use that.</p><p>About the threshold:<br />When you use grayscale, you can have a value of each colour between 0-255.<br />The threshold is a value, all values below which RWT considers water.</p>]]></content>
			<author>
				<name><![CDATA[Alex Vertax]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=2</uri>
			</author>
			<updated>2024-05-07T23:19:18Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=9515#p9515</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Tiling Shader Buildings]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=9513#p9513" />
			<content type="html"><![CDATA[<p>Hi Alex, I tried to convert a 2048x2048 png previously created with RWT into a 16bit RAW with photoshop.</p><p>In the attachment you will find how I stap by step.<br />I also tried the same procedure saving the Raw in 8bit.</p><p>What does the Threshold field mean?<br />Are the parameters entered in BitMask Convert correct? Why keep telling me that the width, height, and depth values are wrong?</p><p>Another thing I asked you was if I could use hugeraws created with Huge Texture but Photoshop or other software doesn&#039;t allow me to convert them and the BitMask Converter doesn&#039;t accept them. If I could use those, which have a higher resolution, could the BitMask also be more precise?<br />I should use them for terrain larger than 200Km x 200Km.</p><p>Thank you</p>]]></content>
			<author>
				<name><![CDATA[Loryer]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=561</uri>
			</author>
			<updated>2024-05-07T15:22:51Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=9513#p9513</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Tiling Shader Buildings]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=9511#p9511" />
			<content type="html"><![CDATA[<p>Hi.</p><p>Open your texture in any advanced graphic editor (Photoshop, Gimp, etc).<br />If your image is in RGB or CMYK mode, convert it to greyscale.<br />File / Save As and select file format - RAW.<br />Remember the width, height, depth (8 or 16 bits) you specified when exporting and specify them when importing.</p><p>Important: in the conversion tool I forgot that RAW at 16 bits depth can have Windows or Mac byte order, so export with Windows order (of course, if you want to use 16 bits depth for some reason).</p>]]></content>
			<author>
				<name><![CDATA[Alex Vertax]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=2</uri>
			</author>
			<updated>2024-05-07T04:53:45Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=9511#p9511</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Tiling Shader Buildings]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=9510#p9510" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Alex Vertax wrote:</cite><blockquote><p>Hello.<br />Theoretically I can add such a feature.<br />Practically, it will be very not optimal, because 20Kx20K texture will use 1.2GB of memory.<br />In this case it is better to make bitmask support + converter.<br />Bitmask will only use 50MB of memory in this case, and will not be size limited at all.</p></blockquote></div><p>Hi Alex, I&#039;m bothering you again.<br />Some time ago you implemented for me the possibility of adding a bitmask in the underwater generation field of a terrain.</p><p>I also purchased your HugeTexture asset because I needed to use a B/W map greater than 8K.</p><p>Unfortunately I still can&#039;t fully understand how it all works.<br />By selecting BitMask I have the possibility to add a &quot;TextAsset&quot; file which I think is the extension of the BitMask (but which I don&#039;t know where to find) and if I click on &quot;Open BitMask Converter&quot; I can insert a Raw file and convert it into the &quot;Text Asset&quot; file that I need.<br />(Although I have no idea what to put in the threshold field <img src="https://forum.infinity-code.com/img/smilies/hmm.png" width="15" height="15" alt="hmm" />)</p><p>But now I have the problem that I can&#039;t get the Raw.<br />Huge Texture creates a HugeRaw but I can&#039;t use it in the cornvert because it doesn&#039;t accept the format.<br />However, when I create a &quot;Regular Texture&quot; during the creation of the terrain, I have the possibility of having only png or jpg.</p><p>Can you insert a system that allows me to also convert HugeRaws into Text Assets?<br />Can you also add the Raw format when creating &quot;Regular Textures&quot;?</p><p>Thank you very much for your patience and availability</p>]]></content>
			<author>
				<name><![CDATA[Loryer]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=561</uri>
			</author>
			<updated>2024-05-06T09:30:46Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=9510#p9510</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Tiling Shader Buildings]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=9330#p9330" />
			<content type="html"><![CDATA[<p>I did what I wrote in post 103, and what you asked for in post 107.</p><p>Until 1 August it is very likely to be released.<br />Until 8 January it will 100% not be released.</p>]]></content>
			<author>
				<name><![CDATA[Alex Vertax]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=2</uri>
			</author>
			<updated>2023-12-29T15:53:35Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=9330#p9330</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Tiling Shader Buildings]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=9329#p9329" />
			<content type="html"><![CDATA[<p>Thanks Alex, awesome!<br />Regarding my first request, how have you improved the system?<br />I will return to work on 01/08/2024, if you don&#039;t think of releasing a new release on or near that date, tell me and I&#039;ll write to you by email.<br />Thank you</p>]]></content>
			<author>
				<name><![CDATA[Loryer]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=561</uri>
			</author>
			<updated>2023-12-29T14:59:47Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=9329#p9329</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Tiling Shader Buildings]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=9320#p9320" />
			<content type="html"><![CDATA[<p>Hello.<br />I have implemented both things you asked for.<br />But I don&#039;t plan to release a new version of the asset right now.<br />It will most likely be released next year.<br />So if you want to get the update right now, email me (support@infinity-code.com) and I&#039;ll send it to you.</p>]]></content>
			<author>
				<name><![CDATA[Alex Vertax]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=2</uri>
			</author>
			<updated>2023-12-22T22:38:03Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=9320#p9320</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Tiling Shader Buildings]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=9315#p9315" />
			<content type="html"><![CDATA[<p>Thanks Alex!</p>]]></content>
			<author>
				<name><![CDATA[Loryer]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=561</uri>
			</author>
			<updated>2023-12-21T09:53:48Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=9315#p9315</id>
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