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3D Hex Terrain Generation with Height
I am wanting to make a terrain generator similar to the images below. I have tiles defined as Water, Grass, etc. I know that I would need a function for Perlin Noise to create the 'height map'. Use the height to determine the tile to use. However, I am not sure how to go about it. I want to link all the hex tiles and actually fluctuate height (like image 1).
If you have ever played Warhammer 40k (table top), I am wanting to create valleys and mountains where units can walk and provide cover. I know this will take some time and I have read a few other posts that sort of discuss this type of thing, but nothing encompassing. I know there is a Hex Generator plugin. I can't seem to view the forum thread for it (banned ip?). Can anyone elaborate on the plugin and know if it will do what I need it to? If not, how can I logically achieve this? Sorry terrain isn't my strong suit.
If anyone has any suggestions, hints, workflow, dos'-don'ts, etc. I appreciate it. Thanks for the time, community!
NOT like this.
I want to do the same thing of you and I've searched Asset Store, Forums, Web and many other sources but I really didn't find anything interesting to achieve such a result.
I$$anonymous$$HO we have to create a variety of different grids or we have to make a terrain pre-scan checking for every Y variable change but I am still far away from the result so... if anybody can help I will really appreciate it.
Thanks in advance to everybody that can help!
Answer by jaised · Jun 30, 2013 at 02:24 AM
This ended up being my solution to the problem. Can create a terrain mesh and use the plugin to create a X x Y hex grid and use the functionality to snap it to the mesh and use the editor to customize it. The tutorial are really great and seems to be fairly straight forward. Give it a shot: http://forum.unity3d.com/threads/138355-Tile-Based-Map-amp-Nav
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