[QUOTE=Duskling;40699610]Been messing more with the beast lightmapping included in unity, this is a tram station that is going to be connected to some skyscraper. Any feedback?
[IMG]http://i.imgur.com/4AbkqtD.png[/IMG]
[IMG]http://i.imgur.com/dSESAQe.png[/IMG][/QUOTE]
I think the geometry could be more interesting, now it's pretty much a hollow box. Maybe add some handrails, pillars and stuff. Then maybe some spotlights with soft shadows.
[QUOTE=nVidia;40699699]I think the geometry could be more interesting, now it's pretty much a hollow box. Maybe add some handrails, pillars and stuff. Then maybe some spotlights with soft shadows.[/QUOTE]
Shadows on what?
And yeah, I should experiment with pillars and hand rails.
Did a bit of an experiment today...
[url]http://tools.garry.tv/unityeval/[/url]
[QUOTE=garry;40700115]Did a bit of an experiment today...
[url]http://tools.garry.tv/unityeval/[/url][/QUOTE]
That's very neat. Didn't even know that such function existed.
I feel really stupid for not figuring this out yet, but what's inside your script that retrieves the data from the website?
[QUOTE=garry;40700115]Did a bit of an experiment today...
[url]http://tools.garry.tv/unityeval/[/url][/QUOTE]
Cool, I've never thought of doing something like this before with Unity
[QUOTE=Duskling;40699610]Been messing more with the beast lightmapping included in unity, this is a tram station that is going to be connected to some skyscraper. Any feedback?
images[/QUOTE]
How did you do the lighting like that? Are you using self illuminating materials or area lights?
[editline]19th May 2013[/editline]
If anyone wants to try out my game and provide some feedback: [url]https://dl.dropboxusercontent.com/u/13781308/Unity/Center%20of%20Gravity/CenterOfGravity_v0.1.zip[/url]
[QUOTE=garry;40700115]Did a bit of an experiment today...
[url]http://tools.garry.tv/unityeval/[/url][/QUOTE]
Does it have to use a Boo script for the eval to work?
or can you use the other languages in Unity scripts?
I think if it's possible that making a series of interactive game development tutorials through evaluated code demos would be useful for a website similar to CodeCademy for Unity.
It has to be boo/jscript
[QUOTE=Pelf;40701623]How did you do the lighting like that? Are you using self illuminating materials or area lights?
[editline]19th May 2013[/editline]
If anyone wants to try out my game and provide some feedback: [url]https://dl.dropboxusercontent.com/u/13781308/Unity/Center%20of%20Gravity/CenterOfGravity_v0.1.zip[/url][/QUOTE]
I have the lights there with a self elum material with a low emission so it just bakes the light onto the wall behind it, and then I just put 3 point lights next to the light so it gives to illusion that they are emitting light.
[QUOTE=Pelf;40701623]How did you do the lighting like that? Are you using self illuminating materials or area lights?
[editline]19th May 2013[/editline]
If anyone wants to try out my game and provide some feedback: [url]https://dl.dropboxusercontent.com/u/13781308/Unity/Center%20of%20Gravity/CenterOfGravity_v0.1.zip[/url][/QUOTE]
I think it would be cool to be able to load the next level after you complete one, instead of having to go back to the main menu. Also, it would be cool to have a ratings system. I got 19 seconds on the second level...is that good? bad? I don't really know.
Works well so far though, good job!
I don't like it, I don't think you can make a "real game" with it. made that : [URL]http://www.indiedb.com/games/castle-rampage[/URL]
[video=youtube;jxAZSYW3oIk]http://www.youtube.com/watch?v=jxAZSYW3oIk[/video]
[IMG]http://media.indiedb.com/cache/images/games/1/17/16709/thumb_620x2000/Screenshot35.png[/IMG]
[IMG]http://media.indiedb.com/cache/images/games/1/17/16709/thumb_620x2000/Screenshot2.png[/IMG]
Great news!
[url=http://www.gamasutra.com/view/news/192654/Unitys_mobile_licenses_are_now_free.php]Unity Mobile Basic[/url] licenses are now free.
For those already installed Unity, do this to get your mobile basic licenses:
Help > Manage License > Check for Updates
Finished my Dead Island scripting competition entry, so now I can finally get back to working on my own projects. Just messing around with particle systems today.
[img]http://puu.sh/2Y5eQ.gif[/img]
Here's a really high res skybox texture I made in like 5 minutes. It's just a basic space thing, with a moon texture to put on one side. This would look much better if put on a skydome instead of a skybox.
[url]https://dl.dropboxusercontent.com/u/43867531/Misc.rar[/url]
Here's what it looks like:
[IMG]http://i.imgur.com/AxbtvlJ.png[/IMG]
[QUOTE=secundus;40723347]Great news!
[url=http://www.gamasutra.com/view/news/192654/Unitys_mobile_licenses_are_now_free.php]Unity Mobile Basic[/url] licenses are now free.
For those already installed Unity, do this to get your mobile basic licenses:
Help > Manage License > Check for Updates[/QUOTE]
Awesome. I managed to grab an Android pro licence and an iOS pro licence a couple months back when for some reason they were just giving them away on the webpage.
It took 30 minutes to fall in love with unity (materials and models created from scratch)
[img]http://puu.sh/31hds.jpg[/img]
Does anyone know if there's a free memory profiler I can download?
[QUOTE=Pelf;40788287]Does anyone know if there's a free memory profiler I can download?[/QUOTE]
Unity has a profiler.
[QUOTE=nVidia;40788326]Unity has a profiler.[/QUOTE]
It's pro only, I believe.
[QUOTE=Asgard;40788361]It's pro only, I believe.[/QUOTE]
Oh, I forgot about that.
Is Mathf.PerlinNoise very expensive compared to a GetPixel().grayscale on a Texture2D? So, am I better off generating a heightmap first and using that, or generate the PerlinNoise on the fly?
[QUOTE=Asgard;40827334]Is Mathf.PerlinNoise very expensive compared to a GetPixel().grayscale on a Texture2D? So, am I better off generating a heightmap first and using that, or generate the PerlinNoise on the fly?[/QUOTE]
Well generally if you want to generate tons of totally random vectors it's best to use a noise texture, but if you don't want that then perlin should be just fine. It's not that expensive either, I've used it before in this video.
[media]http://www.youtube.com/watch?v=Y1vURbU4WdU&feature=share&list=UUCa626L6xBS2LnHlJA_0grA[/media]
[QUOTE=nVidia;40829440]Well generally if you want to generate tons of totally random vectors it's best to use a noise texture, but if you don't want that then perlin should be just fine. It's not that expensive either, I've used it before in this video.
[media]http://www.youtube.com/watch?v=Y1vURbU4WdU&feature=share&list=UUCa626L6xBS2LnHlJA_0grA[/media][/QUOTE]
Is that a project you'd be willing to share? Presumably handy for a lot of people.
[QUOTE=Asgard;40829725]Is that a project you'd be willing to share? Presumably handy for a lot of people.[/QUOTE]
I get tons of requests about that, but it's just so dirty that honestly I would be ashamed to share. It just instantiates blocks in a grid form and their y position is taken from a perlin noise.
[img]http://i.imgur.com/HmUwTsx.jpg[/img]
Does this look like something that could be caused by faulty normals/tangents? :v:
It looks like "shadow acne", Google it. You need to make sure your near/far clip planes are fit as tightly as possible and choose a proper bias for your shadow map to prevent self-shadowing entirely.
How are you making your shadows?
[QUOTE=Asgard;40829725]Is that a project you'd be willing to share? Presumably handy for a lot of people.[/QUOTE]
I made you this little script that is probably 100 times neater than the original and does pretty much the same thing. This should give you an idea how this works.
[code]using UnityEngine;
using System.Collections;
public class Blocks : MonoBehaviour
{
//Public variable for the size of the terrain, width and heigth
public Vector2 Size = new Vector2( 20 , 20 );
//Height multiplies the final noise output
public float Height = 10.0f;
//This divides the noise frequency
public float NoiseSize = 10.0f;
private GameObject root;
void OnGUI ()
{
//Make a button that generates when you press it
if(GUI.Button( new Rect( 10, 10, 100, 30 ), "Generate" ))
{
//Generate!
Generate();
}
}
//Function that inputs the position and spits out a float value based on the perlin noise
public float PerlinNoise(float x, float y)
{
//Generate a value from the given position, position is divided to make the noise more frequent.
float noise = Mathf.PerlinNoise( x / NoiseSize, y / NoiseSize );
//Return the noise value
return noise * Height;;
}
//Call this function to generate the terrain
void Generate ()
{
//If we find a gameobject called terrain, there's a high
//chance that we have the previous terrain still there
//So, let's delete it
Destroy(GameObject.Find("Terrain"));
//Create a new empty gameobject that will store all the objects spawned for extra neatness
root = new GameObject("Terrain");
//Put the root object at the center of the boxes
root.transform.position = new Vector3( Size.x/2, 0, Size.y/2 );
//For loop for x-axis
for(int i = 0; i <= Size.x; i++)
{
//For loop for z-axis
for(int p = 0; p <= Size.y; p++)
{
GameObject box = GameObject.CreatePrimitive(PrimitiveType.Cube);
box.transform.position = new Vector3( i, PerlinNoise( i, p ), p);
box.transform.parent = root.transform;
}
}
//Move the root at the origin.
root.transform.position = Vector3.zero;
}
}
[/code]
[QUOTE=robmaister12;40830433]It looks like "shadow acne", Google it. You need to make sure your near/far clip planes are fit as tightly as possible and choose a proper bias for your shadow map to prevent self-shadowing entirely.
How are you making your shadows?[/QUOTE]
Unity Pro trial
[QUOTE=Asgard;40830553]Unity Pro trial[/QUOTE]
Oh yeah, forgot this was the Unity thread... Try looking around the shadow mapping settings to see if there's a bias or offset value that you can tweak. Be careful not to set it too high or you'll run into the opposite issue, "Peter Panning", where shadows are disconnected from their casters.
[QUOTE=robmaister12;40830622]Oh yeah, forgot this was the Unity thread... Try looking around the shadow mapping settings to see if there's a bias or offset value that you can tweak. Be careful not to set it too high or you'll run into the opposite issue, "Peter Panning", where shadows are disconnected from their casters.[/QUOTE]
It's odd, because on the lowest bias setting I get the following:
[url]http://i.imgur.com/kbfhlN5.jpg[/url]
and on the highest:
[url]http://i.imgur.com/z9h1Lpx.png[/url]
There's still shadow acne
[QUOTE=Asgard;40830692]It's odd, because on the lowest bias setting I get the following:
[url]http://i.imgur.com/kbfhlN5.jpg[/url]
and on the highest:
[url]http://i.imgur.com/z9h1Lpx.png[/url]
There's still shadow acne[/QUOTE]
Your geometry is pretty problematic, also have you lowered your max shadow distance as low as possible, and are you using high resolution shadow maps?
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