I looked to see if there is a method for this, but I could not find one. I love this plugin! I've used this code to get the real world latitude and longitude of an object in my world, but I also want the real height (altitude) of my object and the elevation of a point in my terrain, given a coordinate. I think it's just modifying some hardcoded paths in a few scripts. Please help and lmk how to make both work. It just bloats the package and can even lead to loopholes.Īll deploys well if those files are deletedīut of course the WC Editor tool can't be used. I think it will help in general since all Editor-only code should not be deployed to the target platform anyway. I tried to move some scripts like rtp_functions to the Editor folder but got an error from map_tc script that rtp_functions can't be found. You should move those scripts which are only needed for the WC tool in Editor mode all to the Editor subfolder so they won't get deployed to WSA. The reason is you are using some APIs which are not supported with WSA like System.Threading. Only after deleting some scripts I can build and deploy It for WSA. Hey, I got a nice terrain and all works fine in Unity Play mode, but when I try to deploy it to a WSA (Windows 10 Store App) I get a bunch of errors. A piece of awesomeness that is solely to be decrypted by the creator Sorry, but currently it consists of huge scripts barely readable. That's it from my side, I hope you take these suggestions by heart and, if you find them appropriate, could implement them.įinally, is there any plan on the C# version of both TC and WC? I'm really interested in a cleaner, rewritten version. There has to be a limit value when to record a new color palette, so when passing clouds or snow peaks it should not generate a new one. Of the marks and seems being recorded by the rays, you can generate the areas. Along the seam that got detected, two additional rays get casted, next to each other, each inside one of the neighboured color palette. When suddenly, the colors get changed drastically (has to be confirmed with multiple pixels), a new color palette is created from these pixels and a mark is set. Cast a ray in each direction, with each pixel the ray passes, a color palette gets expanded to include this new color.ģ. (Assuming the areas are of box shape, which I observed them to be):Ģ. Those areas could either be defined by the users or be caught by an algorithm. My idea was to adjust the colorpalette and saturation in those areas. It can really destroy the imagery and make it unusable. How about that?Īpproach to remove color differences in areas captured by different cameras/sattelites (seen in post above by ksam2). Using height and a little slider this could be easily adjusted, I think. Currently, you'll often see colors fade in valleys. I don't want you to be stressed but I want the image editor to reach it's full potential Here are a few additional points:įog removal. The current algorithm relies too much on the color calues, which are disturbed by different cameras/satellites taking the imagery and/or different shades of shadows on different colors (like snow and forest). It's a way that may help the one or another get better results from WC I proposed you an idea of using the heightmap and sun user input to calculate where the shadow lies to remove them. There could be great improvements and additionaly filters that would help improve the quality of the imagery. I contacted you a few moths ago about the image editing, which is a great approach and gives great results if used appropriately, but I personally think it's not very fleshed out.
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