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3DForge Exteriors

Discussion in 'Works In Progress - Archive' started by S4G4N, Apr 6, 2015.

  1. BackwoodsGaming

    BackwoodsGaming

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    Yup... But they were talking about taking two exteriors and combining them to get the roof look @Teila was wanting to fix the gap problem, so the exterior of the other house isn't going to be an interior. It will be an exterior inside the other house. Her team is working on a multiplayer game, so that is why I was pointing it out. Like I said, for singles it probably isn't as big an issue but not thinking it is a good solution if the dev is working on a multiplayer game.

    Did you create your script? Or are you using something like Sectr? Come to think of it, Sectr might work for that. But would be much better if there was a way to get the parts to fit without needing to require another asset.. Or figure out why she can't get them to fit right.. :)
     
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  2. smada-luap

    smada-luap

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    The script I uploaded here (a few pages back) for going in/out of houses is my own creation.
     
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  3. Olander

    Olander

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    No difference. Basically it is same as connecting the pieces together. Also as @smada luap says, if you have a proper culling system in place, the camera will only draw what it can 'see'.

    Lastly, your design should not be based upon single or multi-player in reference to the GPU. There is no difference. MP adds some things SP does not need like proper phasing and distance character rendering but other than those networking type interfaces....no difference.
     
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  4. Teila

    Teila

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    I think the differences are the amount of players/items visible at a time. But you are right, if you can't see it, it should be culled out if you do everything properly.

    That is not really an issue because other than public houses, I am using instanced housing for insides of houses. I realize that is not popular, but there are some distinct advantages to this for our type of niche game. :) Interiors for player housing will be made separately so no worries about overlapping inside stuff. My only issue is that it is messy. :) I would prefer pieces that go on the outside only....easy to make by lopping of pieces in Maya. I can do that in seconds and still keep the textures intact so not a huge problem.
     
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  5. Olander

    Olander

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    Not quite certain what you meant by messy. If the buildings are placed properly together you would have to be the one that did it to know any difference. :p Maya/Blender is always a solution for any 3D mesh....so I digress. :) For meant to be rather populated interiors....Banks (50/50 on this one), Guild Halls, Throne Rooms, Auction and Trading Halls....I 100% agree that those must be phased separate areas. One other bonus of phased player houses are if you have music boxes and dance parties in them there is no careful bleed issues into the streets. With some curmudgeon for a neighbor coming over to say turn the music down...or else. :D
     
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  6. Teila

    Teila

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    I meant messy because I have a bunch of frames overlapping inside the house. I know they are there. :)

    And yeah, one thing I hate in MMO games is when I walk past houses and can hear everything that is going on inside. I really don't know want to know. :)
     
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  7. BackwoodsGaming

    BackwoodsGaming

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    Why do those have to be phased separate areas? I can't think of an MMO that I've played where they were.. Player housing, about half/half.. Guild housing/halls, yes.. But banks, auction houses, and other city interiors have pretty much been open. Granted, I haven't played anything major built in Unity and that might be where our limitation lies... But hopefully not! :)
     
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  8. Teila

    Teila

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    I think it depends on what you want to do with them. I can see both working, public houses open and private closed or some public places closed as well. I realize modern AAA games are powerful enough to have huge open buildings with a lot of people inside, but that might not work as well for indie.

    We do have to be careful....servers and bandwidth cost money. :)
     
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  9. Olander

    Olander

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    It very much depends upon what your Rendered Poly Count Budget must be at. Adding up your design can lend aide to that resolution and really determine whether or not to phase into separate scenes or cull out and leave it as one huge scene. Culling is mandatory in any case however the Rendered Poly Count still must be examined.

    Small Example:
    Character Poly Budget: 20k (including all clothing and weapons) **My game is HD 1080p with a 150k budget
    Art Poly Budget: 10k (most placement art object should be somewhere around this or less...a very solid budget number)
    Art Objects Per Scene (Rendered): 200 (This includes 3D Trees and Grass...Billboarded trees and grass add just a little but are very fast to render. Proper LoD on them will help tremendously. LoD buildings and such to 40% at say 45.0m to keep thing great looking and boost performance)
    Texture Size: 1k (this only affects the GPU....mainly)
    FPS Minimum: 30fps (this still maintains viable frame rates without stuttering)
    Number of allowed characters in one Building (Camera Rendered): 90
    Scene Budget: (90 * 20k) + (200 * 10k) = 1,800,000 + 2,000,000 = 3,800,000 polys rendered per frame.

    Now simply take that number and compare it to the GPU and CPU rendering capabilities of your designed audience and see if it fits. If not then you may have to Phase a Layered Scene so that everyone can go into the Trade Hall at the same time and not collapse your GPU.

    EDIT Added: GPU Batching or Draw Calls is hugely important in respect to the GPU. Those Texture Sizes need to be drawn so many times per Art Asset. This means having Draw Calls more than 10 (20 for clothing swapping style character models) is a waste of resources. Optimization of the UVs are a must....not necessarily a requirement for Atlasing but in the same direction. Atlasing has it's own issues but that is for another conversation.

    Hope that explains things better.
     
    Last edited: Jun 16, 2015
  10. BackwoodsGaming

    BackwoodsGaming

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    Yup.. Totally understand.. Maybe I was just being contrary.. Sorry.. I think I was more replying to the comment of "has to be".. Which may hold true for a lot of us with low/no budgets but not necessarily everyone. But my contrariness did bring out some good information that may help some folks decide if it makes sense for them to instance or not.. Thanks for the example @Olander.. I think you have nailed the stuff that we need to be looking at when laying out our scenes! :)
     
  11. Olander

    Olander

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    Just thought of this....forgot to mention to the above. Edited with a note about Draw Calls (GPU Batching).
     
  12. S4G4N

    S4G4N

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    Coming Soon !!!

    FREE to all 3DForge package owners

     
  13. Xoduz

    Xoduz

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    Just wanted to mention another option for the instanced vs non-instanced discussion, which is the way Ultima Online ended up handling player houses when the amount of player-owned dynamic objects became problematic: don't send data about objects inside houses to players outside houses until those players step onto the front stairs/porch of the house, then "cache' those objects for that player for some time, so they keep receiving updates on those objects for some time even after stepping outside the house (in case they re-enter).
     
  14. S4G4N

    S4G4N

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    @Xoduz Welcome to the thread

    That hay of thinking was the MAIN reason for developing the package the way it was done, so that with whatever culling or other method as you described here, developers can choose how they want to manage/implement that.

    That is also the reason for the solid and see-through window options.
    If a user can/wanted to use the the see-through then they can.
    Not forcing one or the other but provide options.

    If you already own the Exteriors Kit, you going to be very happy with the BLUEPRINTS launch

    LOTS OF FREE STUFF COMING !!!

    Please don't forget to rate and review the package if you own it :)

    Cheers
    Cobus
     
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  15. smada-luap

    smada-luap

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    So... have you got the new site up and running yet?

    *hides*
     
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  16. DoubleLee

    DoubleLee

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    Requesting asset, trespassing sign. Something like a wooden sign that has a head with a knife or guillotine about to cut the neck. Something a bit imposing and scary that of course fits into the fantasy theme.

    This will be used in my game to designate areas the player shouldn't go in, unless they are willing to face the penalties of trespassing.
     
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  17. S4G4N

    S4G4N

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    HAHA, fun request, will add it when I do the Signboard Extensive package FREE Update :):):)
     
  18. Olander

    Olander

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    Yes....exactly this. I am using a distance based check over 45.0m to make the dump.

    @S4G4N *rubs hands together for the new stuff*
     
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  19. TommyT

    TommyT

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    Thought I would put my 2 cents in and show off what I've been doing with the set. Checkout my tavern in the mountains.

    image.jpg
     
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  20. smada-luap

    smada-luap

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    @TommyT - Looking good. Modern-day building regulation failure though :) the chimney stack should be completely above the roof ridgeline :) :p lol
     
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  21. S4G4N

    S4G4N

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    @smada luap there were no regulations those days HAHA
     
  22. smada-luap

    smada-luap

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    The bay windows look nice on this - when are we going to get the corresponding assets for the interior kit? :D lol

    *cracks whip at Cobus again to make him work faster* :p
     
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  23. S4G4N

    S4G4N

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    @smada luap I think that is doable together with the HD update coming next.
    Want those to be walkable from the inside, will make full 2,5m x 2,5m ones and think half depth ones will be nice as well
     
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  24. TommyT

    TommyT

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    thanks guys. I realized making that window geometry wasn't possibly yet in interiors but I figured it looked too cool not to do. Also just realized those steep steps might be hard for drunk tavern patrons to get down. Might need a railing.

    I'll contact the builder right away to get that non compliant chimney fixed. :)
     
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  25. S4G4N

    S4G4N

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    @TommyT ROFL
    Maybe a ramp then the rum barrels can be rolled up as well:)

    The window interiors Geometry will be possible with the HD/compatibility update :)
    So very soon
     
  26. TommyT

    TommyT

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    Also as a side note my town really needs a well and some nice stone walls to protect it. I would like to see nice large pieces for this maybe 5 10 and 20 wide pieces with tiles textitures so you can build less walls to go around a large area.
     
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  27. S4G4N

    S4G4N

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    @TommyT

    HAHA, you reading my mind, part of the first BLUEPRINTS available later today.
    Keep an eye out, will see it coming up !!!
     
  28. S4G4N

    S4G4N

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    Just a quick screenshot from what was on my screen to show example usage of Entrances & Walls section from BLUEPRINTS that is going live later today
    More than 100 new pre-done Ready-to-Use, Drag-&-Drop buildings, structures and props

    This 100% to all Village Exteriors Kit owner, so if you do not have the package yet, go grab it, this is the first of many such releases

    Village Exteriors Kit



    Cheers
    Cobus
     
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  29. docsavage

    docsavage

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    Yep, you'll need a balustrade of at least 1.2m high with a bar infil gap of no greater than 100mm. Also those windows on the first floor will need to have restricted opening unless it is a non commercial building. I am also hoping that it's got fire doors throughout as it is obviously a three floor structure.:) In fact a RPG with a Building Inspector/Health and Safety Officer class would be something special.
     
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  30. docsavage

    docsavage

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    Just read your post. These kits of yours are an investment.

    Fantastic work.
     
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  31. S4G4N

    S4G4N

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    @docsavage Thanks for the compliment.

    The kits has all the parts to build so many things with v1.0
    The release came with 49 pre-built buildings, now dropping another 101, so will be 150 pre-built modular buildings, so can use them as is, use them to get ideas from and build complete fresh one, or take them, swop parts out to that the design or textures completely different and you extending your own library of buildings.
    Then add the interiors and you have super cool seamless enter-able buildings.

    I can see from users and my own designs you going to end up with 1000's of prefabs

    And then as the FREE Updates on the road map gets delivered your new options just keep coming.
    Just doing the screenshots of these in the 3DForge BLUEPRINTS section of the new website, then I am uploading it, will notify here, Facebook and Twitter when all up and running :)

    Enjoy them when you have grabbed them, they were fun to do :):)

    Cheers
    Cobus
     
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  32. Olander

    Olander

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    This exteriors package is getting a little ridiculous! It has far more to offer than is truly needed! Sheesh!
    *runs off before getting rotten tomato-ed* :D:p

    @TommyT Really great look on the building/tavern/inn. Never you mind @smada luap and @docsavage .... it is in the middle of the frickin' country! So what the chimney smokes out the entire upper floor! Rent me one of those so I can get the full old world effect! :D *cough* *cough* Damn I must be coming down with something. :p

    Say Cobus....back to work! :mad: We Want More!!
     
  33. TommyT

    TommyT

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    So are those walls one piece ? Or made up from tons of prefabs ?

    I mean are they 1 mesh? That's what I'm shooting for? Ability to drop in 1 mesh not 20 wall tiles. Trying to optimize the object count in the game.
     
  34. S4G4N

    S4G4N

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    @TommyT

    There are few to more poly versions there with less to more details.
    Also, 2, 4, 6 units long options, so very few if you want or more if that is what you need.
    This is also nice so that you can stagger it for a sloped terrain and not have to place a LONG wall at a completely wrong angle that makes it look like it is suppose to have fallen over.

    What must be remembered that one of the early FREE Updates is the Wooden and Stone City Walls Kit.
    That is where the real wall solutions are hidden.
    These are what can be done with the geometry that comes with v1.0.

    Specific geometry for less mesh solutions will be done when that Update lands.

    But even these ones I know that you going to like it.

    Cheers
    Cobus
     
  35. smada-luap

    smada-luap

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    Changed the player character this week to one using mecanim. Should now mean I can get back to creating buildings/landscapes :) The player is now a little more realistically scaled to their surroundings. Whilst I liked the other model I was using, it was starting to look a little odd in a landscape setting... screenshot2.jpg screenshot1.jpg
     
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  36. S4G4N

    S4G4N

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    @smada luap That character really suits the building style
     
  37. S4G4N

    S4G4N

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    Hi everyone,

    The ALL NEW www.3dforge.co.za is now live

    The first 100 FREE BLUEPRINT prefabs are
    available now for download

    at the BLUEPRINTS section for the Village Exteriors Kit.

    This the first of MANY such FREE additions for all package owners



    Cheers
    Cobus
     
  38. Archania

    Archania

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    awesome job! Website is great.
     
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  39. Acissathar

    Acissathar

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    Downloaded em all, you're the best :)
     
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  40. Arcanor

    Arcanor

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    Do we have to download the blueprints individually, or is there a way to get them all in a single download? Thanks for your hard work!
     
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  41. S4G4N

    S4G4N

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    Hi everybody,
    I am excited about the BLUEPRINTS as well, this is only the start, I can easily see 100's - 1000's pre-done items arriving.

    @Arcanor
    They are small files and they are separated because they gone done in smaller sections, but this is great in another way.
    You don't HAVE to pull in one large file and load up everything, for each project you can just pull in the ones you want, as long as the Base Asset Store package that is required is present and up to date

    It is hard work, but I love doing it, so my HUGE please :):):)

    PS, emailing me with suggestions can be good, for they can become blueprints ;)

    Cheers
    Cobus
     
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  42. BackwoodsGaming

    BackwoodsGaming

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    That is the thing I like most about blueprints, I can be selective in what I download. If I'm never going to use that building type, I don't have to download it!

    Awesome work, Cobus! Now.. Are the HD interiors done yet? :p *hides* heheh
     
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  43. Olander

    Olander

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    @S4G4N Great work on the website. Thank You!
     
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  44. S4G4N

    S4G4N

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    @Shawn67 That is it, you can basically easily manage and have control over your workspace and load what you want.
    The base data is there, many options from that.

    It will extend and grow via The FREE Updates on the road map, but then the themed BLUEPRINT packs, you choose per project what you want to add, and if you keep them nicely organized, easy to add or delete groups from project data.

    So no working with unwanted dead weight in loaded data

    The HD Update / Compatibility Update is what is coming next for the Village Interiors Kit YAY !!

    @Olander
    Glad you like it, wanted to go for a more Game-like website, previous one was still the first one, but needed a serious update.

    Cheers
    Cobus
     
  45. TommyT

    TommyT

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    Great job on the website Cobus! Makes me think how I really need to rework my own. It's got old game screenshots and is just horrible overall.

    Do you ever sleep? :)

    Thanks for all your hard work you do.
     
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  46. BaxtardWorm

    BaxtardWorm

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    finally here is the molt of the city

     
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  47. S4G4N

    S4G4N

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    @TommyT I sleep a little yeah HAHAHA.

    I love what I do and getting feedback this this and appreciation is great.
    I put everything in to make it better.

    @darkrurik Glad you immediately found parts of the first BLUEPRINTS already helpful :)

    Cheers
    Cobus
     
  48. S4G4N

    S4G4N

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    Hi everyone,


    I have started the HD texture rework on the Village Interiors Kit.
    https://www.assetstore.unity3d.com/#!/content/17033

    All the walls, floors, wood s an many others will have their resolutions doubled up
    Together with this will be the compatibility meshes added to the Interiors to to have walls with holes if to incorporate with the recently launched Village Exteriors Kit.



    Cheers
    Cobus
     
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  49. LightSource

    LightSource

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    Huh, reminds me of Skyrim.
     
  50. S4G4N

    S4G4N

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    Hey @LightSource welcome to the thread :):):)

    That is a compliment I will gladly live with any day
    Check my publishers page for many LIVE WEB DEMOS to test

    Cheers
    Cobus
     
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