Re: Some Problems

Alex Vertax wrote:

also when you add the prefab placement you can make that the not overlay each other ?

No. Look at the screenshot:
https://thumb.ibb.co/kjYrR9/img1.png
This is the center of Moscow.
You see two buildings inside a large building that I cannot bypass when the instantiating of the prefabs.
This is not a rare case. This is a common case for cities.

and a road clipping / etc check that they are not in road like at buildr2 atm.

No. I can not make the road clipping.
But I think it will rarely be a problem.




when you think you will integrate it and other we talked ?

Instantiating the prefabs, most likely on next week.
Integration with R.A.M. and other long works, in 2-3 months.





Ok great

Also with multiple Prefabs etc.




The Road Clipping in houses often a problem at BuildR2



That you send from moscow is not often at Country Side but that not works then  or it need automatic use the right prefab that works when so near or in each other.



How your moscow work with Prafabs Looks then very bad when houses in each other .



And the Easyroads 3D type selected you said you will add to RWT ?


Regards

Re: Some Problems

That you send from moscow is not often at Country Side but that not works then  or it need automatic use the right prefab that works when so near or in each other.

RWT not know which prefab right.
And I have no idea how to explain this to RWT.

How your moscow work with Prafabs Looks then very bad when houses in each other .

Yes, in cities it will work terribly.
But perhaps in countryside villages this will work better.

And the Easyroads 3D type selected you said you will add to RWT ?

Yes, we will add it.

Kind Regards,
Infinity Code Team.

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Re: Some Problems

And the Easyroads 3D type selected you said you will add to RWT ?

I started working on this feature, dig deep into EasyRoads source code, and unfortunately this is impossible to implement.
How this is implemented in EasyRoads cannot be used outside ER.
RWT will constantly lose references to these objects (types of roads).

I'm sorry I gave you false hope.

Kind Regards,
Infinity Code Team.

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Re: Some Problems

Alex Vertax wrote:

And the Easyroads 3D type selected you said you will add to RWT ?

I started working on this feature, dig deep into EasyRoads source code, and unfortunately this is impossible to implement.
How this is implemented in EasyRoads cannot be used outside ER.
RWT will constantly lose references to these objects (types of roads).

I'm sorry I gave you false hope.




Thanks but you can make that the Road RWT generates with Easyroads3d get a Road Type or the default road type ?   because atm RWT creates roads without road type.     ?


You need get the road type from OSM or as it Has RWT alreeady can set what road type should be generated.    but then set the road ype to deault road or to a roads that set / exists in easyroad3d if typed in manually for example ?




But the Mulitple Prefab placement work ? and flatten terrain under prefabs ?

Re: Some Problems

Thanks but you can make that the Road RWT generates with Easyroads3d get a Road Type or the default road type ?   because atm RWT creates roads without road type.     ?

You need get the road type from OSM or as it Has RWT alreeady can set what road type should be generated.    but then set the road ype to deault road or to a roads that set / exists in easyroad3d if typed in manually for example ?

I can not store road types, because RWT will lose references.
EasyRoads stores road types in the obfuscated QDQDOOQQDQODD class.
And this name will be changed every version of ER.

But the Mulitple Prefab placement work ?

In the work.

and flatten terrain under prefabs ?

I didn't write that we add it.
In the real world, no one does this.
Photos in post 66.

Kind Regards,
Infinity Code Team.

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106 (edited by GamePyro.com 2018-10-19 15:54:00)

Re: Some Problems

Alex Vertax wrote:

Thanks but you can make that the Road RWT generates with Easyroads3d get a Road Type or the default road type ?   because atm RWT creates roads without road type.     ?

You need get the road type from OSM or as it Has RWT alreeady can set what road type should be generated.    but then set the road ype to deault road or to a roads that set / exists in easyroad3d if typed in manually for example ?

I can not store road types, because RWT will lose references.
EasyRoads stores road types in the obfuscated QDQDOOQQDQODD class.
And this name will be changed every version of ER.

But the Mulitple Prefab placement work ?

In the work.

and flatten terrain under prefabs ?

I didn't write that we add it.
In the real world, no one does this.
Photos in post 66.


and abot the BuildR2 integration we talked to get door for example at a house that has for example only 4 wall sides only at front and back for example ?

because atm there are much houses that have no door only windows because RWT uses the set sides randomly also when set for 4 walls in order like said.


or RWT need to check where the road is for exmple to set door at right sides and at others randomly because houses with only windows very bad.


and the roofing options to set gabled roof and so on.



It also not works with the Easyroads3d API ?




For the Easyroads3D then you can make that RWT download also a normal OSM XML for use with Easyroads3D ?   then we can all use the Easyroads3D OSM Import with the additional downloaded OSM from RWT for all terrains if generate roads first with RWT or so then remove them and have the OSM File for Easyroads3D working from RWT ?


Yeah great.


I can send you photos where in real world done many times !

Re: Some Problems

I do not receive a notification about post changes.
So if you add questions, please post a new message.

and abot the BuildR2 integration we talked to get door for example at a house that has for example only 4 wall sides only at front and back for example ?

because atm there are much houses that have no door only windows because RWT uses the set sides randomly also when set for 4 walls in order like said.

or RWT need to check where the road is for exmple to set door at right sides and at others randomly because houses with only windows very bad.

We have already discussed this.
RWT does not know which side of the building the road is from.

and the roofing options to set gabled roof and so on.

In post 60, I made a suggestion on how I can implement this.
You ignored it.

It also not works with the Easyroads3d API ?

ER3D has almost no API.
95% of the scripts are obfuscated.
The part of the scripts that is not obfuscated is not enough for implementing selection of types of roads.

For the Easyroads3D then you can make that RWT download also a normal OSM XML for use with Easyroads3D ?   then we can all use the Easyroads3D OSM Import with the additional downloaded OSM from RWT for all terrains if generate roads first with RWT or so then remove them and have the OSM File for Easyroads3D working from RWT ?

Implementation of features for ER3D, makes the developer of ER3D.
Try to ask him.

Kind Regards,
Infinity Code Team.

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Re: Some Problems

Alex Vertax wrote:

I do not receive a notification about post changes.
So if you add questions, please post a new message.

and abot the BuildR2 integration we talked to get door for example at a house that has for example only 4 wall sides only at front and back for example ?

because atm there are much houses that have no door only windows because RWT uses the set sides randomly also when set for 4 walls in order like said.

or RWT need to check where the road is for exmple to set door at right sides and at others randomly because houses with only windows very bad.

We have already discussed this.
RWT does not know which side of the building the road is from.

and the roofing options to set gabled roof and so on.

In post 60, I made a suggestion on how I can implement this.
You ignored it.

It also not works with the Easyroads3d API ?

ER3D has almost no API.
95% of the scripts are obfuscated.
The part of the scripts that is not obfuscated is not enough for implementing selection of types of roads.

For the Easyroads3D then you can make that RWT download also a normal OSM XML for use with Easyroads3D ?   then we can all use the Easyroads3D OSM Import with the additional downloaded OSM from RWT for all terrains if generate roads first with RWT or so then remove them and have the OSM File for Easyroads3D working from RWT ?

Implementation of features for ER3D, makes the developer of ER3D.
Try to ask him.





why RWT can't detect it when other can ? door road side.

i thought for the roofs said / asked if you integrate it ?

Also you can add the SimpleHomeBuilder to RWT ?
https://assetstore.unity.com/packages/t … lder-58969

and flatten under spawned prefabs many assets use only RWT not .

And for vegetation studio hope by end of year ?


for the last not er3d dev needed. 

because you at RWT can download normal osm xml file and the one RWT need so both are in the folder.


regards

Re: Some Problems

why RWT can't detect it when other can ? door road side.

Who are the others who can?

i thought for the roofs said / asked if you integrate it ?

I will repeat what the dialogue about gabled roofs ended with:

I see two ways:
1. Add the ability to specify this in the facade settings.
2. Enable it randomly.

If one of these ways is suitable for you, I will try to implement it.

Also you can add the SimpleHomeBuilder to RWT ?
https://assetstore.unity.com/packages/t … lder-58969

This asset looks great.
But, as I understand from the video, it can only generate rectangular buildings.
So maybe in the future, if it learns to generate buildings from an array of points.

and flatten under spawned prefabs many assets use only RWT not .

Again, what assets do you mean?

And for vegetation studio hope by end of year ?

99% yes, we will add integration with vegetation studio until the end of the year.

Kind Regards,
Infinity Code Team.

Boost your productivity a lot and immediately using Ultimate Editor Enhancer. Trial and non-commerce versions available.

Re: Some Problems

Alex Vertax wrote:

why RWT can't detect it when other can ? door road side.

Who are the others who can?

i thought for the roofs said / asked if you integrate it ?

I will repeat what the dialogue about gabled roofs ended with:

I see two ways:
1. Add the ability to specify this in the facade settings.
2. Enable it randomly.

If one of these ways is suitable for you, I will try to implement it.

Also you can add the SimpleHomeBuilder to RWT ?
https://assetstore.unity.com/packages/t … lder-58969

This asset looks great.
But, as I understand from the video, it can only generate rectangular buildings.
So maybe in the future, if it learns to generate buildings from an array of points.

and flatten under spawned prefabs many assets use only RWT not .

Again, what assets do you mean?

And for vegetation studio hope by end of year ?

99% yes, we will add integration with vegetation studio until the end of the year.


Thank yoU

#
I see two ways:
1. Add the ability to specify this in the facade settings.
2. Enable it randomly.
If one of these ways is suitable for you, I will try to implement it.
#

Both will be great


and yes but for now the SImpleHomeBuilder also only rectangular  ?



And the assets ar Gaia, WorldCreator, CityGen and much more that can fallten under prefab at terrain.



And to RWT to Generate Traffic at Roads or the paths for iTS and or Urban Traffic System or if you know any other good one ?

Re: Some Problems

OK. We will try to implement it in the next version.

As far as I can see in the video, SImpleHomeBuilder only generates rectangular buildings.

I have not tested these assets, but it seems to me they are not designed for generating roads.

Kind Regards,
Infinity Code Team.

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Re: Some Problems

Alex Vertax wrote:

OK. We will try to implement it in the next version.

As far as I can see in the video, SImpleHomeBuilder only generates rectangular buildings.

I have not tested these assets, but it seems to me they are not designed for generating roads.





YeS:  SImpleHomeBuilder only generates rectangular buildings  but that can be used at RWT when you implement it.

Meant not generate roads with themmean generate the traffic patch from RWT roads / Easyroads3D at them with RWT. 

So have automatic traffic at the roads.


Regards

Re: Some Problems

new message please read also the previous one.

you can also at CScape Asset and the SimpleHouseBuilder ?


CScape
https://assetstore.unity.com/packages/t … stem-86716


found much more that would be great in RWT.


Also R.A.M. for rivers when you think.



Regards

114 (edited by GamePyro.com 2018-10-27 03:56:06)

Re: Some Problems

Also Instantiate Prefabs in new Version not work when Regenerate Additional and then Buildings and PRefabs i click Start then after the 1mb file it says finished and no prefabs are / was placed  sad


and no error in log / console .


Is there a problem with genrerated terrains before the new version ?    or so ?



But with BuiltIn and BuiltR2 Work sad   !!!!


Regards

Re: Some Problems

About previous ones (there’s nothing to comment on at all, but if you want it):
You can use SimpleHomeBuilder as prefabs.
Adding direct support to SimpleHomeBuilder right now does not make sense.
Maybe in the future, if it learns to generate buildings from an array of points.

I'm not sure that iTS and Urban Traffic System will work correctly with EasyRoads3D or Road Architect.
I did not see in the videos, the possibility of generating roads using these assets.
So I see no way to use these assets in RWT.

Last year I was asked to integrate with CScape.
I bought it. And this is just a set of beautiful buildings.

Most likely we will add R.A.M. until the end of the year.

I just checked building regeneration with Instantiate Prefabs, and in my case it works correctly.
Please send screenshots of your RWT settings. I will check it with your settings.

Kind Regards,
Infinity Code Team.

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Re: Some Problems

Alex Vertax wrote:

About previous ones (there’s nothing to comment on at all, but if you want it):
You can use SimpleHomeBuilder as prefabs.
Adding direct support to SimpleHomeBuilder right now does not make sense.
Maybe in the future, if it learns to generate buildings from an array of points.

I'm not sure that iTS and Urban Traffic System will work correctly with EasyRoads3D or Road Architect.
I did not see in the videos, the possibility of generating roads using these assets.
So I see no way to use these assets in RWT.

Last year I was asked to integrate with CScape.
I bought it. And this is just a set of beautiful buildings.

Most likely we will add R.A.M. until the end of the year.

I just checked building regeneration with Instantiate Prefabs, and in my case it works correctly.
Please send screenshots of your RWT settings. I will check it with your settings.



no roads will be with easyroads3d but from RWT the OSM roads to paths for iTS or urban traffic generation.

ok i send you settings prefab xml but when buildr2 and buildin work instantiate also or not ? 
can you send screenshot of your institiante prefab settings ?


so Cscape not can build like for example Buildr2 ? or you can use it at RWT like that ?
because its over a year later and updated and changed.

so RAM and vegetation studio by end of year and what other planned atm  ?

117 (edited by GamePyro.com 2018-10-28 00:32:15)

Re: Some Problems

Read also old message above! Thanks


hmm buildr2 also problems only white sad
but roof and facades set and checked if all ok there sad  Found the problem at RWT . with BuildR2

https://i.gyazo.com/32262daab483d8d7f069318e58cc1904.jpg




At Instantiate Prefabs it work only with some smal prefabs at the SimpleHomeBuilder Prefabs not work and the SuburbNeighborhood Prefabs also not work but no error only say finished and not calcuaktes or spawn them sad


So this Prefabs not work from:

SimpleHomeBuilder
SuburbNeighborhood
RoomArchitect


Dont know why sad   

Only prefabs where you see an image when select them work sad  - Hmm but also not all sad



And in RWT need add the Prefab again but then its again not works and removed at RWT sad 
With some prefabs worked but only wood cabines small one dont know whats the problem when no logs hmm




And flatten Terrain under Prefabs as Option if needed because see the problem much :
https://i.gyazo.com/58e41b1bb3c2c86748671f0ce80b15fd.jpg

And also has problems like this:
https://i.gyazo.com/12b30b474303b375af3a05dcbe259673.jpg


I have scriipt for you you can add if you want think can be usefull  for RWT.

Re: Some Problems

no roads will be with easyroads3d but from RWT the OSM roads to paths for iTS or urban traffic generation.

Unfortunately, I did not understand this question. Please rephrase that.

Screenshot of my settings is attached.

I tested the latest version of Cscape.
This has changed a lot over the year.
But Cscape has the same problem as SimpleHomeBuilder.
Cscape does not generate building by points.
In addition, Cscape is not yet stable.
I have problems with building materials.
When used from prefab this gives a lot of exceptions.
Buildings reset their vertical position if you press alt.
This means that this asset is not compatible with terrains at all.

Yes, R.A.M. and vegetation studio are priority assets for integration.
If there are no problems here, the integration will be added to the end of the year.

I tested the latest version of BuildR2.
Most likely the problem is that you are using Render Mode - Box or Simple.
This problem is not in RWT.

Prefabs for Instantiate Prefabs must have a Collider on the root GameObject.
Please make sure that it exists.
I tried using the prefabs of RoomArchitect, and it almost works.
Why almost: it requires you to click generate for each building.
This can only be fixed on the side of RoomArchitect, saving the generated meshes as an asset.
I don't have the SimpleHomeBuilder and SuburbNeighborhood, so I can't test it.

RWT automatically removes prefabs that does not contain a collider on the root GameObject.
I think this part needs to be fixed by showing a warning instead of removing the prefabs.

You have an incorrectly configured collider for your flying buildings.

RWT will not have the ability to automatically flatten terrains for all buildings.
At least in the near future.
I can do the flatten terrains as a separate tool (as in WorldCreator).
If this is suitable for you, let me know and I will make such tool.

Post's attachments

Attachment icon img1.png 38.55 kb, 114 downloads since 2018-10-28 

Kind Regards,
Infinity Code Team.

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119 (edited by GamePyro.com 2018-10-29 04:42:45)

Re: Some Problems

Alex Vertax wrote:

no roads will be with easyroads3d but from RWT the OSM roads to paths for iTS or urban traffic generation.

Unfortunately, I did not understand this question. Please rephrase that.

Screenshot of my settings is attached.


Thanks thanks

Alex Vertax wrote:

no roads will be with easyroads3d but from RWT the OSM roads to paths for iTS or urban traffic generation.

Unfortunately, I did not understand this question. Please rephrase that.


I mean that RWT generates the Roads with EasyRoads3D from OSM data so you can also pass trought the OSM Road data to iTS and Urban Traffic System and other traffic systems with API  to generate path / lines / lanes at them and the Traffic is at the Easyroads3D roads.




That sounds great:


Also a way to make the mountains mor ereal height because when i look in real and at photos / images the montains are much higher when you compare a in game or editor sceenshot from same postition like at real .

tryed different settings at RWT bu not changes .
Also a way todo that at terrains that are already build / generated ?



And the RoomArchitect Prefabs have not collider you added to test ?



And the flying Houses are because use a different height setting at instantiate prefab dont know why that  box collider is right at them only the height setting i will check again and sen doyu the setting with flying houses smile





And for:   you wrote
###
RWT will not have the ability to automatically flatten terrains for all buildings.
At least in the near future.
I can do the flatten terrains as a separate tool (as in WorldCreator).
If this is suitable for you, let me know and I will make such tool.
###





Yes if you can to that for flatten and so on yeah will be great i have some script but only work after start game at runtime and not work as for ewxample at wrld creator.



If you can make that / such tool please yes thanks.   


will be great  i know much people that need that and will buy RWT then .

Re: Some Problems

I think there is a misunderstanding here for what integration with other assets is needed.
Integration is a way to add to the asset the features that it needs, but are difficult to implement. Here the key point is that asset after integration will give RWT some very useful feature.
Do I want integration with all assets?! Of course not, especially if I have to implement it.
Integration takes a lot of time, and each new integration increases exponentially the chance that something will break.
In addition, the asset for integration must be popular so that the prospective RWT buyer already has this.
So, iTS and Urban Traffic System have almost no chance of ever being integrated with RWT.
At least until RWT v5, where a total reworking of an asset is planned, to make it 100% modular, and to give a way to make the integration for a third-party developers.

To increase the height of the mountains, increase the Scale Y.
Yes, Real World Terrain Container / Utils / Scaler.

Yes, I just added a BoxCollider.

OK. I added the flatten tool to the roadmap.

Kind Regards,
Infinity Code Team.

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Re: Some Problems

Alex Vertax wrote:

I think there is a misunderstanding here for what integration with other assets is needed.
Integration is a way to add to the asset the features that it needs, but are difficult to implement. Here the key point is that asset after integration will give RWT some very useful feature.
Do I want integration with all assets?! Of course not, especially if I have to implement it.
Integration takes a lot of time, and each new integration increases exponentially the chance that something will break.
In addition, the asset for integration must be popular so that the prospective RWT buyer already has this.
So, iTS and Urban Traffic System have almost no chance of ever being integrated with RWT.
At least until RWT v5, where a total reworking of an asset is planned, to make it 100% modular, and to give a way to make the integration for a third-party developers.

To increase the height of the mountains, increase the Scale Y.
Yes, Real World Terrain Container / Utils / Scaler.

Yes, I just added a BoxCollider.

OK. I added the flatten tool to the roadmap.



Ok np.


Also for real world Mountain height are there settings / ways to get it nearly same i thought RWT use the infos to get the mountains etc to realheight ?


With scaler there is no reference point to get it to real height ?

Regards

Re: Some Problems

For RWT tools (like Current Position or Object Placer) and RWT API it doesn't matter if your terrains are scaled or not, so after scaling, you can still use it.

If you asked about something else, please rephrase your question.

Kind Regards,
Infinity Code Team.

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Re: Some Problems

Alex Vertax wrote:

For RWT tools (like Current Position or Object Placer) and RWT API it doesn't matter if your terrains are scaled or not, so after scaling, you can still use it.

If you asked about something else, please rephrase your question.



Yes meant to get the right scale to get the Mountains / HIlls etc at Real World Haeight like they re in real same sea evel height you know what i mean ,

When i comepare the photo with the RWT terrain Mountains not as height / tall as in Real.

Re: Some Problems

Also the above ones.


And are there good ways because i have 150 terrains atm and 6400x6300  and 3300 height one terrain but has problems with easyroads3d terrain deformation and when want make more for example 500 smaller terrains unity has problems sad  and texturing wit worlcreator takrmes 150x4 click plus wait time took me 3 days to texture all and when need change all also bad


and are there good to make with RWT errusions etc at the terrains like Worldcreator ?

because when use worldcreator and a RWT terrain as source lenght and width are same worldcreator only use rounded terrains so it also not wo4k use worldcreator for all terrains sad and then generation of roads and houses etc not work anymore.

regards

Re: Some Problems

Please read also the Above 2

Here:
https://i.gyazo.com/69ee58d79d5138a4298ba925facca788.jpg

Still also with other PRefabs and moved box collider sad   also tryed different settings at RWT best is Original Size and oRiginal Height






Also here you see the CityGen3D can spawn prefabs with door at the Roads side :

And other things:

https://www.youtube.com/watch?v=YclH3N84FMY



Regards