• Unity3D - Discussion
    5,004 replies, posted
-snip- resolved...sort of
Have you tried reimporting the file that is responsible for that error? Right click the file in project window and select Reimport, or you can tell Unity to Reimport all (takes quite some time). Make sure you do a backup first though.
Going crazy with effects. Testing a new sky system for Rust. [unity]https://dl.dropboxusercontent.com/u/3590255/Tests/Sandbox/sandbox034.unity3d[/unity]
The dancing bear is a nice touch
[QUOTE=garry;43617088]Going crazy with effects. Testing a new sky system for Rust. [unity]https://dl.dropboxusercontent.com/u/3590255/Tests/Sandbox/sandbox034.unity3d[/unity][/QUOTE] Oh man, if only the Rust userbase found out you're posting Rust WIP things here.
[QUOTE=Asgard;43618050]Oh man, if only the Rust userbase found out you're posting Rust WIP things here.[/QUOTE] Some things are better kept secret *taps nose*
[QUOTE=Asgard;43618050]Oh man, if only the Rust userbase found out you're posting Rust WIP things here.[/QUOTE] I might be wrong but I doubt the average rust player really cares about any of the more technical stuff. Oh shit, page king. I haven't done anything worth showing with unity recently but I guess these modular assets will suffice. [t]https://dl.dropboxusercontent.com/u/3975474/scifu4.jpg[/t] [t]https://dl.dropboxusercontent.com/u/3975474/scifu5.jpg[/t] [t]https://dl.dropboxusercontent.com/u/3975474/scifu12.jpg[/t] The last one is from unity, it also features my custom shader.
Really nice!
[QUOTE=garry;43619944]Really nice![/QUOTE] Thanks! ~7 years of modeling has paid off.
[QUOTE=garry;43617088]Going crazy with effects. Testing a new sky system for Rust.[/QUOTE] Those sunbeams coming off the clouds are a nice touch. Just a random observation, but I noticed that the left foot on each of the characters bends at an odd angle when they run.
3D text mesh receiving proper lighting and casting proper shadows! Yay! [img]http://i.imgur.com/2nDftE1.jpg[/img]
that looks really sexy
Did more work on my thing, which is sort-of-I-guess coming together, so here's a few images from the editor view because lol presentation [img_thumb]https://dl.dropboxusercontent.com/u/107588088/hubMap.png[/img_thumb] This is the (still heavily in development) hub world, a little island of ground in space. The idea is you use the badly-sprited archway to go to versions of the hub world in different universes, for plot reasons. The different universes are randomly generated, and at the moment look like the following. [img_thumb]https://dl.dropboxusercontent.com/u/107588088/random_gen_test.png[/img_thumb] [img_thumb]https://dl.dropboxusercontent.com/u/107588088/random_gen_test_02.png[/img_thumb] All subject to extreme change of course, as I haven't implemented semi-random island sizes (hence why the two images are so similar). After a few runs through these universes, killing their inhabitants and looting them (and of course returning to the hub world to sell all the duplicate loot), you collect enough of -something- and get to go to a pre-made boss battle. (which I'm still figuring out so lolnopictures) After that, you move on to the next set of levels/universes. Basically, each set of levels is based around how different it is from the hub world, or the "degrees of difference". Essentially, one degree of difference would take you to a universe fairly similar to the hub world, but it's a different shape/everyone wears a different sort of hat. Five degrees of difference would be that all the people are replaced by living bicycles and the ground is made out of spiders (or whatever). Basically it means a hell of a lot of generator programming, but we'll see how we go. Also, I have to sort out the actual combat, but atm you just melee swing at enemies and you have a dash attack.
So its like LSD? You start with a normal universe and each iteration the universe gets weirder and weirder? And instead of avoid touching stuff you do the exact opposite? Sounds awesome. Now I know why most alternate-universe travellers prefer to fuck shit up. I edited the Rigidbody FPS Controller from Sample Asset Beta: [unity]https://dl.dropboxusercontent.com/u/7422512/Unity3D/PBFPSC/PBFPSC.unity3d[/unity] The only change is the slope movement, but now it behaves similar to CharacterController. Still need to add support for slope limit, step offset and external forces. EDIT: Wtf why is it taking most of the screen?
[QUOTE=secundus;43640120] I edited the Rigidbody FPS Controller from Sample Asset Beta: The only change is the slope movement, but now it behaves similar to CharacterController. Still need to add support for slope limit, step offset and external forces. EDIT: Wtf why is it taking most of the screen?[/QUOTE] Nice work, my only complaint is that when I do a running jump, and let go of the movement keys in midair, I immediately stop.
[QUOTE=Berkin;43640228]Nice work, my only complaint is that when I do a running jump, and let go of the movement keys in midair, I immediately stop.[/QUOTE] You can also sprint in mid air.
Just finished up another tutorial for my node-based shader editor Shader Forge :) Another video on how to do custom lighting is currently rendering as well [video=youtube;2ZNJ_KytrE4]http://www.youtube.com/watch?v=2ZNJ_KytrE4[/video]
So I was thinking about what to add to my thing to make the combat not suck. The answer was, as with any problem worth solving, "A rocket launcher". With it, I decided to make buildings destructible. During testing, the following happened. [video=youtube;Wi63CWOZoEM]http://www.youtube.com/watch?v=Wi63CWOZoEM[/video] Bringing a whole new meaning to the phrase "moving house".
[QUOTE=Acegikmo;43644415]Just finished up another tutorial for my node-based shader editor Shader Forge :) Another video on how to do custom lighting is currently rendering as well [video=youtube;2ZNJ_KytrE4]http://www.youtube.com/watch?v=2ZNJ_KytrE4[/video][/QUOTE] Wow, that is so sexy. Would seriously like to try it.
Thanks! It's available on the asset store if you want to check it out :)
Anyone know how to make a shader like the character outlines from L4D? [t]http://images.bit-tech.net/content_images/2009/02/complete-guide-to-left-4-dead/snag%20the%20green%20guy.jpg[/t] it's critical to my game
[QUOTE=Pelf;43655386]Anyone know how to make a shader like the character outlines from L4D? [t]http://images.bit-tech.net/content_images/2009/02/complete-guide-to-left-4-dead/snag%20the%20green%20guy.jpg[/t] it's critical to my game[/QUOTE] There are many ways, you could render the object into a stencil buffer, blur it and subtract the model from it, then apply it above everything. Or something like a basic Fresnel pass that gets added on top of the rendered image.
Would either way be possible without unity pro? [editline]edit[/editline] Is it possible to make a mesh not render a section of it that's overlapping another mesh? Like if I have 2 planes that are z-fighting, is there a way to make them not render the overlapping sections that are z-fighting?
Anyone have any idea how I can achieve an effect like this on the fly? [t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-01/2014-01-24_18-06-25.png[/t] I need planets to have those boundaries around them but it needs to be able to change on the fly so that I can later implement an ingame level editor. It's easy enough to achieve an effect like this: [URL]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-01/2014-01-24_18-06-24.png[/URL] but it looks like crap compared to what I want. Any ideas? [editline]edit[/editline] Without using any pro features? [editline]edit[/editline] Or does something like this look better? [url]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-01/2014-01-24_18-18-03.png[/url]
[QUOTE=Pelf;43659218]Anyone have any idea how I can achieve an effect like this on the fly? [t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-01/2014-01-24_18-06-25.png[/t] I need planets to have those boundaries around them but it needs to be able to change on the fly so that I can later implement an ingame level editor. It's easy enough to achieve an effect like this: [URL]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-01/2014-01-24_18-06-24.png[/URL] but it looks like crap compared to what I want. Any ideas? [editline]edit[/editline] Without using any pro features? [editline]edit[/editline] Or does something like this look better? [url]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-01/2014-01-24_18-18-03.png[/url][/QUOTE] Should be possible with a fairly simple shader I'd have thought - that should be the most straightforward way to do it. I'm not sure if you can use shaders in the free version of Unity? However, I quite like the blue one you've posted later
[QUOTE=Mesothere;43664010]Should be possible with a fairly simple shader I'd have thought - that should be the most straightforward way to do it. I'm not sure if you can use shaders in the free version of Unity? However, I quite like the blue one you've posted later[/QUOTE] I can use shaders (most of them at least) in unity free but I don't know anything about shaders or how to make them or anything. And I still need to have it occlude the overlapping sections.
[QUOTE=Pelf;43665071]I can use shaders (most of them at least) in unity free but I don't know anything about shaders or how to make them or anything. And I still need to have it occlude the overlapping sections.[/QUOTE] This would be pretty easy to do with a post effect, but that requires pro.
Have you tried [url=https://www.assetstore.unity3d.com/#/content/8221]this shader[/url]? The transparent shader might work.
[QUOTE=secundus;43665118]Have you tried [URL="https://www.assetstore.unity3d.com/#/content/8221"]this shader[/URL]? The transparent shader might work.[/QUOTE] Holy shit, it does! Thank you guys so much! I'll make a video of it. [editline]edit[/editline] It has some issues to iron out but it's working for the most part
[QUOTE=secundus;43665118]Have you tried [url=https://www.assetstore.unity3d.com/#/content/8221]this shader[/url]? The transparent shader might work.[/QUOTE] That's just transparency depending on normals, so drawing spheres like this would give a similar but still intersecting effect. It could work with stencils or if that's unavailable, additional camera layers, if you draw spheres/circles for the outer edge and hide them behind ones that have the star texture.
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