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3DForge Exteriors

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

  1. smada-luap

    smada-luap

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    Super grippy shoes as an upgrade option? :)
     
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  2. kurotatsu

    kurotatsu

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    Good idea.

    Actually that's and option, as Motion Controller has the ability to walk on walls now.
     
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  3. S4G4N

    S4G4N

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    I had the same when I make the "ramp" coliders for the stairs, I just set the angle to be tiny bit more then that of the colider

    Cheers
    Cobus
     
  4. MrArcher

    MrArcher

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    Just posted a review. Awesome work, Cobus! Really excited to see the upcoming assets, too!
     
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  5. S4G4N

    S4G4N

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    Thanks for the continued support and the very positive review.

    I am just finishing the website side if the NEW BLUEPRINTS right at this moment.
    I will still be uploading the website tonight ready for all to go grab the 52 NEW BLUEPRINTS

    I will come post some HD screenshots here once it is uploaded.

    Then I am picking up full steam on the props and other Road Map items.

    Cheers
    Cobus
     
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  6. kurotatsu

    kurotatsu

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    Excellent, I know what I'll be downloading after work.thanks for doing these blueprints, it helps streamline development which is one of the reasons I'm such a strong supporter of your assets.
     
  7. S4G4N

    S4G4N

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    Hey everyone :):):)

    I am excited to share these NEW BLUEPRINTS with you, 52 buildings in total.
    Firstly because you have some new toys now and secondly becasue I am now full steam onto the RoadMap

    If you do not have the Village Exteriors Kit yet, go grab it now ;)

    All of them have the internal walls, floors and ceilings
    Several comes with all the small internal props as well as examples.

    Water Houses are mostly on Stone Plinths with two roofs styles.
    Water Houses Stilts as the name states, on wooden stilts also with two roof styles, one being thatch, giving you some nice houses for swamps, harbors, fishing villages or trade outposts along the edges of water bodies.

    If you want to use them with just the exterior shells, then easy.
    Drag the prefab into the Hierarchy, carefully delete the interiors that is kept inside a separate empty object, and make a new prefabs with a new name.

    ps. If you have not STAR rated and possible reviewed the package yet, it would be much appreciated










    Cheers
    Cobus
     
  8. kurotatsu

    kurotatsu

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    Ooooooohhhhhh Yeeeeaaaaaahhhh!!!!

    Thank you, very much. Expect some new screenies to follow.
     
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  9. montyfi

    montyfi

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    No, we are excited! Thank you very much for that. I really appreciate your work on exterior+interior blueprints.
     
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  10. S4G4N

    S4G4N

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    Glad you like the new stuff, always cool to see them getting used

    My biggest pleasure, wanted to give a large bunch that can be used out the box and as examples.

    They really easy to put together with the modular system that was used and easy to keep neat, add or removing the interiors as you see fit

    The BLUEPRINTS will keep growing, but for the next while is ROADMAP time :):):)

    Thanks for the continued support through positive, constructive feedback and the reviews and ratings that I have received from everyone. New users look at these to make buying choices.

    Thanks
    Cobus
     
  11. Revelation_Jeff

    Revelation_Jeff

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    Love it Cobus! Looks great and I love your customer service. =) Keep it up!!
     
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  12. S4G4N

    S4G4N

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    your screenshots always look awesome, can not wait to see some of these like the large houses in some scenes.
    Happy building to you :);)

    Cheers
    Cobus
     
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  13. Revelation_Jeff

    Revelation_Jeff

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    Playing around more showing how well Village exteriors work even in simple use. They just look beautiful in every scene. I've played with lots of houses but Cobus your houses just pop and sit in the scenes so well. Great job! =)
     
  14. S4G4N

    S4G4N

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    Great shot with all the scenery stuff in to the landscape.
    looks game ready

    Very well done !!!
     
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  15. smada-luap

    smada-luap

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    The houses even look good at night :D

    screenshot134.jpg
     
  16. kittik

    kittik

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  17. Frogger007

    Frogger007

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  18. S4G4N

    S4G4N

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  19. BackwoodsGaming

    BackwoodsGaming

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    Bottom of Outdoor Props Pack list.. I think you pushed something else up on list. Are you going to sprinkle props in between the other major updates?

    From roadmap in first post:

    S4G4N said:
    2.Outdoors Props Pack *(will be a full kit, also to be sold standalone)
    Wagons & Carts: BUSY 5/12/2015
    Selection of different style large to small
    - Wagons
    - Carts
    - Wheelbarrows
    Wood:
    - Logs
    - Woodpiles
    - Chopped wood
    - Bundles of sticks
    Outdoor lighting:
    - Braziers
    - Torches
    - Lanterns
    - Streetlights
    - Wall mounted lanterns
    Barrels & Crates:
    - Some weather stained barrels
    - Different types of crates
    - Barrels of Gunpowder
    Bags & sacks:
    - Wrapped bales
    - Bags of seeds, flour,
    Banners & flags:
    - Hanging drapes
    - Flags
    - Banners
    - Clothing lines
    Farm equipment:
    Tools > Fork, Spade, Broom, Hay fork, Hammer, Chisel, Axe, Plow
    Axe & Chopping Block
    - Hay bales
    - Fish drying racks
    - Animal Skin stretching frames
    Furniture:
    - Rough wooden working tables & stools
    -Outside tables and chairs
    Odds:
    - Well
    - Beehives

    More could still be added ...

    EDIT: removed QUOTE shortcodes so it would show whole list... lol
     
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  20. S4G4N

    S4G4N

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    I think if there are small ones that will not interfere with the bigger ones in any bad way, they will be added in-between
    I can also do some wells with he current 3D data and texture sheet

    Cheers
    Cobus
     
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  21. Frogger007

    Frogger007

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    Sounds great !
     
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  22. Revelation_Jeff

    Revelation_Jeff

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    Great looking Shot Paul! =) Love the background rock formation stuff in the water.
     
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  23. Revelation_Jeff

    Revelation_Jeff

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    Here's another little scene showing off some of the great Village Exteriors pack and how it can be used within an environment pieced together.

     
  24. S4G4N

    S4G4N

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    Very nice use of the assets @tango9jeff
    The cleared earth just gives such a good foundation to anchor all the elements, the house, storage shed, Stables and pens at the back.

    The Props that I am busy with is going to fit so nice man.

    Thanks for showcasing the result here with everyone, I am sure it will provide lots of inspiration to others

    Cheers
    Cobus
     
  25. RonnyDance

    RonnyDance

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    Hey Cobus,
    Do you also have a Roadmap for the interiors kid? Just want to know when you plan to add some Updates and suggestions to it. I posted some suggestions long time ago but this here are the most important ones:

    - Rounded floors, Walls, roofs and stairs. Very important for different look and feel.
    - Remember the broken Walls? ;)
    - Picture and Mirror frames to decorate the walls a little bit more and to add own Wall pictures to the scene.
    - Interiros without cleaning options like sinks and baths are pretty strange ;)
    - Rotten food option for old abandoned scenarios.
    - Statues for the cathedral
    - Big stone crosses for the cathedral
    - Rounded luxury beds

    Thats all I think. I will start playing with Gaia and your exterior kid next week so there is no Rush ;) just wanted to know if you have a update Roadmap for suggestions regarding interior kid.

    Keep Up the good work
    Cheers
    Ronny
     
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  26. Frogger007

    Frogger007

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    A church organ for the cathedral or a church !
     
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  27. S4G4N

    S4G4N

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    Hi,
    I am def going to still do at least one Update fro the Interiors, but right at this moment the focus is on exteriors.
    Thanks for adding the items here

    Cheers
    Cobus
     
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  28. S4G4N

    S4G4N

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  29. smada-luap

    smada-luap

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    Been having fun this evening creating a new abode. Once I'm happy with the overall result (it's 90% there, just probably needs a few tweaks and whatnot :D), I'll pass this on to Cobus so it can become part of his blueprints section :)

    screenshot135.jpg

    screenshot139.jpg

    screenshot136.jpg

    screenshot137.jpg
     
  30. S4G4N

    S4G4N

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    WOW, very nice, very different use of those arches creating an undercover entrance cover.
    Very clever use indeed.
    With the fences it created a nice courtyard type feeling.

    Thanks for sharing and showing some more build option.
    All blueprints welcome :)
     
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  31. Revelation_Jeff

    Revelation_Jeff

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    Yea it looks great Paul! Nicely done =)
     
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  32. PhoenixRising1

    PhoenixRising1

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  33. smada-luap

    smada-luap

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    I've completed the final 10% and passed it over to Cobus to include in his blueprints section on his site (assuming that the unitypackage I've given him installs properly and there's no messed up links, etc. :D ), but here's a few more pics...

    screenshot142.jpg
    Looks like whoever lives here is making decking :)

    screenshot143.jpg
    ... but at least they've got chimneys for warmth now

    screenshot145.jpg
    ... and the roof over the interlinking passageway has some structural support now

    screenshot144.jpg
    ... as well as some exterior lights for when it starts to get dark :D
     
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  34. smada-luap

    smada-luap

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    Tried an experiment last night in town planning :) A moderate success but I'm not completely happy with this but it has given me other ideas to try at some point.

    Overview from the editor
    imgpsh_fullsize.jpg

    Down at ground level in-game
    imgpsh_fullsize-1.jpg
     
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  35. S4G4N

    S4G4N

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    Very nice use of the Plinths.
    That is how I planned for them to be used
    Basically nice small to large platforms that can be staggered on some of the most uneven sloped areas and you can have logical layouts on them.

    Now take that one step further and you have the underground tunnel between basements or a sewer system between houses for that terrain underneath that can be pushed away all the way down, that was mentioned in the roadmap
    These tunnel parts can be build with the Village Interiors Kit parts.
    You can have Prison cells, Storage rooms, Thief's hideout, so many cool underground scenes.
    Look in the plinths section, that is why you have some entrance and door elements :);)

    The only hing is to start the terrain high enough that you have room for that
     
  36. Slick_Nick

    Slick_Nick

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    Hello, mailed info@3dforge.co.za some months ago but never got a reply, so i thoght ill ask you here instead :)
    Below my previous mail:


    Hello!

    Let me first thank you for making some really wounderful assets :)

    I boght the exterior and interior kit some while ago, and was looking for a diablo style controller and camera, so i boght your controller asset aswell, as it did all the stuff i needed.

    As of my top-down style of game i am trying to follow the documentation to make the transparency work with the exterior kit.
    When trying to do this i have ran into some problems when changing the shader to Standard with rendering mode transparent.

    It seems like the meshes/textures are bugging out when doing so, i have added 2 screenshots with the mail, one with the regular shader and one with the transparent standard shader.

    Would really need some help how to sort this :)

    Thanks in advance!

    Regards /Niklas



    Above with standard shader with Opaque rendering mode



    Above with standard shader with transparency rendering mode


    Ive tried sort it with just endable/disable rendering mode but it does not really work as well...
    So some advice would be most welcome
     
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  37. S4G4N

    S4G4N

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    Hey there,

    Sorry that I missed that email, have no idea how that happened :);)

    I have not come across this problem before.
    just to understand it better, what do you mean by ?
    " Ive tried sort it with just endable/disable rendering mode but it does not really work as well..."

    "Ive tried sort it with just endable/disable rendering mode but it does not really work as well..." what do you mean by this ?

    I recall the documentation says something about layers as well.
    Let me check it out and see what I can come back with.

    Some of the other users here also have all those packs and have used them together successful, so you might get responses from others as well :)

    Cheers
    Cobus
     
  38. PhoenixRising1

    PhoenixRising1

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    I've ran into the same problem for other assets and there is no real solution (that I know of), but what might work is to only keep either the wall or roof shader set to transparent, or better yet, change the wall/roof materials to transparent materials as your raycast hits. By doing the latter you will also make the wall able to receive shadows when not transparent, and the transparent shader costs more performance than non-transparent even when set to be non transparent (full alpha).

    I would disable the roof instead of making it transparent so you can see the interior better.
     
    Last edited: Dec 10, 2015
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  39. BackwoodsGaming

    BackwoodsGaming

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    I don't do Top Down type approach but I think I recall some others posting earlier back in the thread about using enable/disable to disable the roofs when they went in the houses. But you indicated that didn't work well for you either?
     
  40. Slick_Nick

    Slick_Nick

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    hello and thanks for the quick reply on the post, and to the others quick replys aswell :)

    well what i meant with "endable/disable rendering" is that it work in some cases but not all.. i now realize i could have been more specific :)

    Enable/disable rendering works perfect for inside houses, as it removes the roof for example.
    But when you run behind walls it would be nice to have some transparency, so you can see the character behind the wall.

    I get the transparency to work by changing the shader from opaque to transparent, but when doing that the models get messed up.

    So not sure how to sort it :)

    I dont think changing the shader on the object to make transparent would be a soultion as it would affect all objects using that current shader...
     
  41. PhoenixRising1

    PhoenixRising1

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    Don't change the shader attributes, just set a new material instead, much better ;). There is one downside though, and that's the increased amount of work but the results will be much better.
     
    Last edited: Dec 10, 2015
  42. smada-luap

    smada-luap

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    @Slick_Nick if I remember the code correctly in the camera asset I think it alters the alpha value in the texture rather than using a transparent shader. It's been a while since I looked at this so my memory is a little fuzzy
     
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  43. Slick_Nick

    Slick_Nick

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    hmmm thats not a bad idea.... i think it could be done all in script...
    Or most in script, i guess i would beed to make a material for each different "type of layer" with its current settings, and then put the current object to make transparents textures onto that material when walking behind it :)

    Worth a try, thanks for the idea.
     
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  44. Slick_Nick

    Slick_Nick

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    Yea it alters the alpha of the current object, but unless the object has shader with rendering mode "transparent" the alpha wont make in transparent :)
     
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  45. PhoenixRising1

    PhoenixRising1

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    Yup, it can be done in script and it's not a lot of work, just more than working with the shaders. It works but I wasn't the one who came up with the idea sadly :).
     
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  46. Slick_Nick

    Slick_Nick

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    I just found this asset, "See Through" https://www.assetstore.unity3d.com/en/#!/content/49673
    Might just be what im looking for, just abit scary to buy without any reviews, but if working it could save me some precious time :)

    Object changes from casting shadows to not casting shadow runtime in the demo video, so looks promising

    Claims these features atleast:
    Features
    - Works with any game object
    - No special shaders involved
    - Easy to setup
    - Full source code included
     
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  47. BackwoodsGaming

    BackwoodsGaming

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    Looks interesting. Would be good to hear how it works out for you if you try it out. I'm sure something like that might be something anyone using the 3DForge assets in top down environments would find useful!
     
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  48. Slick_Nick

    Slick_Nick

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    i think ill give a try this weekend, ill post my thoghts about it here
     
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  49. PhoenixRising1

    PhoenixRising1

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    Feel free to buy it if you want, I bet it's a great tool, but I'm working on something similar to use myself since I prefer to make my own stuff, and I can share it with you if you want. It will be done sometime tomorrow I think. Although his tool will probably include some things mine won't (edit: visual editor stuff) since I'm using very simple methods to create and add the materials - I'm very new to making editor scripts (first one) and don't know all the tricks yet. I will make it easier to use though.

    If you want to discuss it you can send a PM, don't wanna go more off-topic in this thread.

    Edit 2: it's working perfectly now and it's pretty simple to use too.
     
    Last edited: Dec 11, 2015
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  50. S4G4N

    S4G4N

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    Great, looking forward to your reply :);)
     
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