Made some trees and put them in unity but the tree leaf shader was a huge let down. Is there any nice third party shaders for leaves?
[IMG_THUMB]https://dl.dropboxusercontent.com/u/33714868/term3/trees01.jpg[/IMG_THUMB]
[QUOTE=pinecleandog;45755152]Made some trees and put them in unity but the tree leaf shader was a huge let down. Is there any nice third party shaders for leaves?
[IMG_THUMB]https://dl.dropboxusercontent.com/u/33714868/term3/trees01.jpg[/IMG_THUMB][/QUOTE]
There are a few shader packages on the asset store, and I'm sure that I've seen nature shaders there. They might be a bit pricey though. It's been a while since I've checked, but it might be worth a look.
What would be the best approach for a hover over indicator? When you hover over an object, some graphical stuff appears to show the mouse is over it.
Would it be better to parent those sprites to each object and then enable the sprite when a mouse hovers over?
Or have one of those sprites, and just move that around and such
[QUOTE=Arxae;45758451]What would be the best approach for a hover over indicator? When you hover over an object, some graphical stuff appears to show the mouse is over it.
Would it be better to parent those sprites to each object and then enable the sprite when a mouse hovers over?
Or have one of those sprites, and just move that around and such[/QUOTE]
Outline them IMO. Depends on what the environment is though.
Any NGUI user here?
I want to know, how can I anchor stuff in 3D UI? Thanks.. I need responsive 3D UI.
[QUOTE=Fourier;45759316]Any NGUI user here?
I want to know, how can I anchor stuff in 3D UI? Thanks.. I need responsive 3D UI.[/QUOTE]
I thought NGUI was deprecated and removed off of the asset store?
If you are looking for responsive 3D UI, you are probably better off looking at Daikon Forge ( Which also may be deprecated, It's been a while ) or just wait for the new GUI system which should be coming soon.
-snip-
[QUOTE=Pelf;45748472]Unity 4.6 open beta: [URL]http://unity3d.com/unity/beta/4.6[/URL]
UI stuff is open source with it
edit:
New Director tool which can be used for creating cutscenes and sequences and such coming in a long time[/QUOTE]
I sorry.
[QUOTE=Proclivitas;45759102]Outline them IMO. Depends on what the environment is though.[/QUOTE]
2D. Don't think an outline shader would work well in that regards
Got angry with the way I was making buildings after everything started to look like arse. Decided to do some more modular buildings until I can figure out some whole designs that make me happy. Started with a warehouse;
[img_thumb]https://dl.dropboxusercontent.com/u/107588088/iLoveIt.png[/img_thumb]
The idea is to have unique buildings for major areas, big things that contain important equipment you have to fix to survive. Then there's a load of standard buildings scattered around the place but in different configurations, to stop it feeling cut-and-paste-y. Until I can figure out some good ways to make the main buildings, I'm going to have to use some of the simpler ones but fill them up with the important stuff, to stop myself going insane.
Also need to think of things that factories and things can make, things that can be placed in the environment or equipped by the player.
... anyone got anything they think would be a good idea?
[QUOTE=Jcorp;45761349]Also need to think of things that factories and things can make, things that can be placed in the environment or equipped by the player.
... anyone got anything they think would be a good idea?[/QUOTE]
A factory that makes those mobile platforms you posted a video of.
An oxygen tank factory.
What other types of gameplay mechanics will you have? If you have something crafting you could have a factory that makes certain components useful for crafting stuff.
[QUOTE=RiceWarrior;45751501]I've been working on a game for awhile and made a time reset mechanic where you have clones which repeat what you just did.
[IMG]http://i.imgur.com/i7RLwV3.gif[/IMG]
Hopefully will be able to make interesting puzzles around this mechanic.[/QUOTE]
:o I've been trying to figure this stuff out for a game I wanted to make for a loonnnggg time. Teach me :D
[QUOTE=Pelf;45761756]A factory that makes those mobile platforms you posted a video of.
An oxygen tank factory.
What other types of gameplay mechanics will you have? If you have something crafting you could have a factory that makes certain components useful for crafting stuff.[/QUOTE]
Well, here's the things I'm pretty sure I'm going to add:
- Patrol Robot factory (kind of done?)
- Building that makes hot-air-balloon things that drop aid supplies and get in fights
- Barricade factory/beacon factory (the one that makes the ghosts go all dead)
- Auto-mining factory
- Power station (kind of a factory).
Right now, a lot of the gameplay is running away from the monsters because lol you got no chance and not suffocating due to lack of oxygen. I think I'll put in a sort of short-range teleport ability (sort of like Blink in Dishonoured, but working a bit different and way better).
The whole factory thing is meant to make it so that the player gradually gets more powerful as a result of fixing buildings and being smart with the power couplings (a puzzle I will think of later). The goal at the end, [I]as it stands now in my head[/I] is to get the buildings self-sustainable, re-establish contact with your superiors and bail from the planet to a space station in orbit (from there I'm thinking of adding more dome areas if I ever get that far, but that's waaaaay off yet). The main problem I'm having right now is giving the player things to do [I]right at the start[/I]. I want them to feel fairly helpless (which I'm going to set up with the introduction zone), but at the same time that's pretty boring with a slightly open-world setting. I'm thinking of, after a while, having some ghost islands appearing up in the sky, so maybe give them a jetpack? The problem is that seems like something that should probably be found in the environment, not given right at the start.
I'm probably rambling, been a long day.
[QUOTE=Skibur;45762327]:o I've been trying to figure this stuff out for a game I wanted to make for a loonnnggg time. Teach me :D[/QUOTE]
Sure, take a look at my [URL="http://www.reddit.com/r/Unity3D/comments/2e4er1/finally_got_around_to_implementing_time_reset/cjvyxqd"]post[/URL] on reddit, I go pretty in detail. If you have any questions feel free to PM me and also browse through my comment history, since I've got a bit more about it.
[QUOTE=Jcorp;45762361]Well, here's the things I'm pretty sure I'm going to add:
- Patrol Robot factory (kind of done?)
- Building that makes hot-air-balloon things that drop aid supplies and get in fights
- Barricade factory/beacon factory (the one that makes the ghosts go all dead)
- Auto-mining factory
- Power station (kind of a factory).
Right now, a lot of the gameplay is running away from the monsters because lol you got no chance and not suffocating due to lack of oxygen. I think I'll put in a sort of short-range teleport ability (sort of like Blink in Dishonoured, but working a bit different and way better).
The whole factory thing is meant to make it so that the player gradually gets more powerful as a result of fixing buildings and being smart with the power couplings (a puzzle I will think of later). The goal at the end, [I]as it stands now in my head[/I] is to get the buildings self-sustainable, re-establish contact with your superiors and bail from the planet to a space station in orbit (from there I'm thinking of adding more dome areas if I ever get that far, but that's waaaaay off yet). The main problem I'm having right now is giving the player things to do [I]right at the start[/I]. I want them to feel fairly helpless (which I'm going to set up with the introduction zone), but at the same time that's pretty boring with a slightly open-world setting. I'm thinking of, after a while, having some ghost islands appearing up in the sky, so maybe give them a jetpack? The problem is that seems like something that should probably be found in the environment, not given right at the start.
I'm probably rambling, been a long day.[/QUOTE]
I dunno how you have the beginning right now but maybe, in order to vary up the gameplay a bit, have the player fix an oxygen factory or two, then go on a side-mission type thing like "ok lets find out why this is happening, go get some data from a server bunker underground" or something like that. A jetpack or vehicle that the player has to ditch sometimes to fix stuff/get to stuff/do missions/etc could also help mix things up.
Is there a day-night cycle? you could make it so that at night lights come on but if the power station is damaged/controlled by enemies then the lights dont work.
I don't know how you have things now but also make stronger enemies appear as the player repairs more so the player gets more powerful but so do enemies. Or maybe make more enemies appear.
just some thoughts
[QUOTE=Pelf;45762733]I dunno how you have the beginning right now but maybe, in order to vary up the gameplay a bit, have the player fix an oxygen factory or two, then go on a side-mission type thing like "ok lets find out why this is happening, go get some data from a server bunker underground" or something like that. A jetpack or vehicle that the player has to ditch sometimes to fix stuff/get to stuff/do missions/etc could also help mix things up.
Is there a day-night cycle? you could make it so that at night lights come on but if the power station is damaged/controlled by enemies then the lights dont work.
I don't know how you have things now but also make stronger enemies appear as the player repairs more so the player gets more powerful but so do enemies. Or maybe make more enemies appear.
just some thoughts[/QUOTE]
I enjoy these ideas, and I will see what I can do with them.
Another day though, as it's 1AM here.
New Unity GUI is pretty cool. I can get something done much faster then ngui or so.
Here is a first test of a window sliding in and out:
[url]http://gfycat.com/MinorDeadIbis[/url]
Done this in about half an hour, mainly fidling with anchors and size changing when entering play mode (but thats my fault i think)
No clue why the quality went to shit, but you can see what's going on. Also, sprites randomly ripped from the internet, not going to release this anyway methinks. Also no clue how to link gfycat
[QUOTE=Duskling;45760104]I thought NGUI was deprecated and removed off of the asset store?
If you are looking for responsive 3D UI, you are probably better off looking at Daikon Forge ( Which also may be deprecated, It's been a while ) or just wait for the new GUI system which should be coming soon.[/QUOTE]
No lol, what the heck, NGUI is still alive.
Also Daikon Forge is not good for mobile (not optimized to 1 draw call).
Also I just figured out how to do anchoring for 3D menus.. beautiful :D
Anyone know why is this done for?
[code]
finalWidth = ((finalWidth >> 1) << 1)
[/code]
[QUOTE=Fourier;45766535]Anyone know why is this done for?
[code]
finalWidth = ((finalWidth >> 1) << 1)
[/code][/QUOTE]
Probably discarding the first bit to force it to an even number.
[QUOTE=Z_guy;45767227]Probably discarding the first bit to force it to an even number.[/QUOTE]
Yeah I thought so too but in NGUI there are no even numbers. But it makes sense to make it even.
Just discovered this in the 4.6 beta
[IMG]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-08/2014-08-22_11-00-41.jpg[/IMG]
No more endlessly tweaking decimal places!
[editline]22nd August 2014[/editline]
-snip- nevermind, I don't want to do that
[QUOTE=Pelf;45767982]Just discovered this in the 4.6 beta
No more endlessly tweaking decimal places![/QUOTE]
That has always been there, if you hold down shift. It's just the button that's new.
Would you use the usual way to integrate a wpf/winforms program for a custom log, rather then using the built in unity log/console.
Just include it as a reference and create an instance of the window when the program runs?
Wow, I'm kind of amazed you guys didn't know about that?
Especially Garry. :v:
I'm trying the new UI system and I can't seem to find a way to stretch a background sprite relatively to the length of a text element. What I'm basically trying to do is having a score text and make it's background stretch when there are more digits in the score text. Does anyone know how to do this?
(edit) Never mind, got it working with a custom script. Wasn't as difficult as I thought it was.
I knew Shift for colliders since day one.. do you guys never play what function buttons do?
Wow didn't know about this thread, also didn't know about that collision feature, mind you it's not too hard to match the size by inputting values and if you use mesh collision it's all good (As long as you keep the pivots matched in the modelling software)
Anybody knows why an object's navmesh doesn't link with another's ?
Here's the problem :
[QUOTE][IMG]http://puu.sh/b3sY3/72b03056a9.jpg[/IMG][/QUOTE]
As you can see there are independent navmeshes, however, thoses cubes are at the same height, the same navmesh layer & all, yet it doesn't link, anyone knows why ?
I was just wondering, I am trying to make a driving game but one of the design issues I am having trouble with is that the player could drive for infinity in one direction.
Should I have the player move forward in space, or should I have the player stationary in world space and everything move backwards.
My concern with the former is if position x,y,or z becomes too large and causes an error.
My concern with the later is how to handle turning and ai.
[QUOTE=Thlis;45769965]I was just wondering, I am trying to make a driving game but one of the design issues I am having trouble with is that the player could drive for infinity in one direction.
Should I have the player move forward in space, or should I have the player stationary in world space and everything move backwards.
My concern with the former is if position x,y,or z becomes too large and causes an error.
My concern with the later is how to handle turning and ai.[/QUOTE]
It really only starts becoming a problem when >10,000m from the origin (that's when you lose millimeter precision). How big of a driving game are you making? If it's smaller than 20km x 20km then you can just move the player in space.
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