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Exports Wrong terrain?
Hi i'm using the terrain exporter from This Wiki Script but the problem is, it exports the wrong terrain....
Answer by garrettar · May 31, 2012 at 04:08 AM
Nevermind, I cheated by creating a new scene and only placing one terrain to avoid the issue. Not a real fix, but it gets the job done.
Answer by bariscigal · Feb 26, 2014 at 11:47 AM
I don't think that's a solution. I am having the same issue right now. I changed the script by adding a object field to the script. Right now it only works when you drag and drop the terrain directly from your scene. And it exports that terrain. It is not searching and be able to assign from the list of the object (don't know why and have no time also) so i am not adding it to the wiki page. You can find it here :
// Converted from UnityScript to C# at http://www.M2H.nl/files/js_to_c.php - by Mike Hergaarden
// C # manual conversion work by Yun Kyu Choi
using UnityEngine;
using UnityEditor;
using System;
using System.Collections;
using System.IO;
using System.Text;
enum SaveFormat { Triangles, Quads }
enum SaveResolution { Full=0, Half, Quarter, Eighth, Sixteenth }
class ExportTerrain : EditorWindow
{
SaveFormat saveFormat = SaveFormat.Triangles;
SaveResolution saveResolution = SaveResolution.Half;
public static Terrain terrainToExport;
static TerrainData terrain;
static Vector3 terrainPos;
int tCount;
int counter;
int totalCount;
int progressUpdateInterval = 10000;
[MenuItem("CUSTOM/Export To Obj...")]
static void Init()
{
terrain = null;
if (terrainToExport)
{
terrain = terrainToExport.terrainData;
terrainPos = terrainToExport.transform.position;
}
EditorWindow.GetWindow<ExportTerrain>().Show();
}
void OnGUI()
{
/*
if (!terrain)
{
GUILayout.Label("No terrain found");
if (GUILayout.Button("Cancel"))
{
EditorWindow.GetWindow<ExportTerrain>().Close();
}
return;
}
*/
terrainToExport = (Terrain) EditorGUILayout.ObjectField (terrainToExport,typeof(Terrain),true);
saveFormat = (SaveFormat) EditorGUILayout.EnumPopup("Export Format", saveFormat);
saveResolution = (SaveResolution) EditorGUILayout.EnumPopup("Resolution", saveResolution);
if(!terrainToExport){
GUILayout.Label("terrain not found");
}else{
if (GUILayout.Button("Export"))
{
Export();
}
}
}
void Export()
{
//if (terrainToExport)
{
Debug.Log ("found");
terrain = terrainToExport.terrainData;
terrainPos = terrainToExport.transform.position;
}
string fileName = EditorUtility.SaveFilePanel("Export .obj file", "", "Terrain", "obj");
int w = terrain.heightmapWidth;
int h = terrain.heightmapHeight;
Vector3 meshScale = terrain.size;
int tRes = (int)Mathf.Pow(2, (int)saveResolution );
meshScale = new Vector3(meshScale.x / (w - 1) * tRes, meshScale.y, meshScale.z / (h - 1) * tRes);
Vector2 uvScale = new Vector2(1.0f / (w - 1), 1.0f / (h - 1));
float[,] tData = terrain.GetHeights(0, 0, w, h);
w = (w - 1) / tRes + 1;
h = (h - 1) / tRes + 1;
Vector3[] tVertices = new Vector3[w * h];
Vector2[] tUV = new Vector2[w * h];
int[] tPolys;
if (saveFormat == SaveFormat.Triangles)
{
tPolys = new int[(w - 1) * (h - 1) * 6];
}
else
{
tPolys = new int[(w - 1) * (h - 1) * 4];
}
// Build vertices and UVs
for (int y = 0; y < h; y++)
{
for (int x = 0; x < w; x++)
{
tVertices[y * w + x] = Vector3.Scale(meshScale, new Vector3(x, tData[x * tRes, y * tRes], y)) + terrainPos;
tUV[y * w + x] = Vector2.Scale( new Vector2(x * tRes, y * tRes), uvScale);
}
}
int index = 0;
if (saveFormat == SaveFormat.Triangles)
{
// Build triangle indices: 3 indices into vertex array for each triangle
for (int y = 0; y < h - 1; y++)
{
for (int x = 0; x < w - 1; x++)
{
// For each grid cell output two triangles
tPolys[index++] = (y * w) + x;
tPolys[index++] = ((y + 1) * w) + x;
tPolys[index++] = (y * w) + x + 1;
tPolys[index++] = ((y + 1) * w) + x;
tPolys[index++] = ((y + 1) * w) + x + 1;
tPolys[index++] = (y * w) + x + 1;
}
}
}
else
{
// Build quad indices: 4 indices into vertex array for each quad
for (int y = 0; y < h - 1; y++)
{
for (int x = 0; x < w - 1; x++)
{
// For each grid cell output one quad
tPolys[index++] = (y * w) + x;
tPolys[index++] = ((y + 1) * w) + x;
tPolys[index++] = ((y + 1) * w) + x + 1;
tPolys[index++] = (y * w) + x + 1;
}
}
}
// Export to .obj
StreamWriter sw = new StreamWriter(fileName);
try
{
sw.WriteLine("# Unity terrain OBJ File");
// Write vertices
System.Threading.Thread.CurrentThread.CurrentCulture = new System.Globalization.CultureInfo("en-US");
counter = tCount = 0;
totalCount = (tVertices.Length * 2 + (saveFormat == SaveFormat.Triangles ? tPolys.Length / 3 : tPolys.Length / 4)) / progressUpdateInterval;
for (int i = 0; i < tVertices.Length; i++)
{
UpdateProgress();
StringBuilder sb = new StringBuilder("v ", 20);
// StringBuilder stuff is done this way because it's faster than using the "{0} {1} {2}"etc. format
// Which is important when you're exporting huge terrains.
sb.Append(tVertices[i].x.ToString()).Append(" ").
Append(tVertices[i].y.ToString()).Append(" ").
Append(tVertices[i].z.ToString());
sw.WriteLine(sb);
}
// Write UVs
for (int i = 0; i < tUV.Length; i++)
{
UpdateProgress();
StringBuilder sb = new StringBuilder("vt ", 22);
sb.Append(tUV[i].x.ToString()).Append(" ").
Append(tUV[i].y.ToString());
sw.WriteLine(sb);
}
if (saveFormat == SaveFormat.Triangles)
{
// Write triangles
for (int i = 0; i < tPolys.Length; i += 3)
{
UpdateProgress();
StringBuilder sb = new StringBuilder("f ", 43);
sb.Append(tPolys[i] + 1).Append("/").Append(tPolys[i] + 1).Append(" ").
Append(tPolys[i + 1] + 1).Append("/").Append(tPolys[i + 1] + 1).Append(" ").
Append(tPolys[i + 2] + 1).Append("/").Append(tPolys[i + 2] + 1);
sw.WriteLine(sb);
}
}
else
{
// Write quads
for (int i = 0; i < tPolys.Length; i += 4)
{
UpdateProgress();
StringBuilder sb = new StringBuilder("f ", 57);
sb.Append(tPolys[i] + 1).Append("/").Append(tPolys[i] + 1).Append(" ").
Append(tPolys[i + 1] + 1).Append("/").Append(tPolys[i + 1] + 1).Append(" ").
Append(tPolys[i + 2] + 1).Append("/").Append(tPolys[i + 2] + 1).Append(" ").
Append(tPolys[i + 3] + 1).Append("/").Append(tPolys[i + 3] + 1);
sw.WriteLine(sb);
}
}
}
catch(Exception err)
{
Debug.Log("Error saving file: " + err.Message);
}
//sw.Close();
terrain = null;
EditorUtility.ClearProgressBar();
//EditorWindow.GetWindow<ExportTerrain>().Close();
}
void UpdateProgress()
{
if (counter++ == progressUpdateInterval)
{
counter = 0;
EditorUtility.DisplayProgressBar("Saving...", "", Mathf.InverseLerp(0, totalCount, ++tCount));
}
}
}
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