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I think I understand what you are trying to do. You want the sum of all layers' alpha to be 1 so that there the total color is overdrawn. You are on the right track. But your error seems in the way you compute the alphas. Take for example this starting point: 1: 0.7 2: 0.3 3: 0.0 Now you apply 0.5 on layer 3, the result should look something like: ...


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You can't make a cave in Unity's terrain system natively because it uses a 2d heightmap, where each point can only have one height. This allows for some major optimizations (and a radically different approach) compared to a system that allows for 3D height definition. But there is an easy work around that AAA games have used (including certain CryENGINE ...


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Trying changing setModelBound(new BoundingBox()); to BoundingSphere bs = new BoundingSphere(); bs.setCenter(new Vector3f(32,0,32)); bs.setRadius(1000000); setModelBound(bs); Edit Larethian (short Version) (confirmed working on example code): setModelBound( new BoundingSphere(1000000, new Vector3f(32f, 0f, 32f)) ); As pointed out in the comments ...


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Maybe they are being culled for being partly outside the view area? Might be worth looking at the code selecting what you render instead of the terrain code. (Or setting near and far plane differently and/or moving the camera further away since it seems the engine is not a custom solution)


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Once your terrain is built start by manually turning down booleans for unwalkable nodes to walkable, You may think this as a forced method, but you need to assign bool isWalkable(node){if isRight || isLeft ==NULL{ //# manual declaration of boundary nodes to unwalkable nodes, and when script starts, //have start and end on boundary reinitialized to ...


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The algorithm you referenced is horribly broken. It is not clear why it hasn't been redacted. There are multiple issues here, but basically you need to generate the right set of vertices and connect them properly. You generate rings*sectors different vertices. This is incorrect. You should have rings*sectors+2. When r = 0, sin( pi * r * rr ) = 0, and sin( ...



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