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[50% OFF] (BiRP, URP, HDRP) Sewer/Underground Modular Pack

Discussion in 'Assets and Asset Store' started by Vagabond_, May 1, 2018.

  1. Vagabond_

    Vagabond_

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    Hi, thanks and glad you like that !
    I am pushing to upload the update any day now. Still some things to fix and add, but i guess i will update most likely in a few days !
     
  2. Vagabond_

    Vagabond_

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  3. Vagabond_

    Vagabond_

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    Hi, v3.0 is uploaded to the store and it is currently pending review.

    The price for v3.0 is set a bit higher to 22$.

    You can download and test the:
    Sewer/Underground Modular Pack v3.0 - DX11 windows build - 928 MB compressed, around 1800 MB uncompressed
    This is the demo scene ( including module 5 ).
    Note: this demo build requires a GPU with at least 2GB of memory as all the textures are 2K

    Module 5 is included in v3.0 and it is uploaded as a separate asset as well with price set to 15$. The pipes, props and platforms modules are included as well!

    You can download and test the:
    Sewer/Underground Module 5 only - DX11 windows build - 364 MB compressed, around 950 MB uncompressed
    This demo build uses Enlighten Realtime GI which gives quite nicer global illumination results.
     
  4. ScourgeGames

    ScourgeGames

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    I'm looking forward to it!
     
  5. Vagabond_

    Vagabond_

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    Hi,

    v3.0 is now available !

    Thank You !
     
    ScourgeGames likes this.
  6. ScourgeGames

    ScourgeGames

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    Very nice! I'm on it and will definitely get you some feedback. It's my favorite modular asset right now.
     
  7. hopeful

    hopeful

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    @Vagabond_ - Not sure if you want to do it, but with a few more pieces this asset could be adapted to also embrace utility tunnels. It's already pretty close.
     
  8. ScourgeGames

    ScourgeGames

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    The update with module 5 is absolutely brilliant. Heck, with just module 5 alone, I could create a really decent game. I'm actually rethinking much of what I've built already and considering focusing primarily on the sewer levels for my first release just because of this. Excellent work!
     
  9. Vagabond_

    Vagabond_

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    Will see what i can do about it ! Thanks !
     
  10. Vagabond_

    Vagabond_

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    Hi, and thanks again for the support !
    Module 5 became a nice set, my favorite actually :)
    Hopefully you will build a great level with this pack !

    Thanks !
     
  11. Vagabond_

    Vagabond_

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    Hi,
    today i did some experiments for Module 6. There will be some more tunnels.
    Two types are planned, something similar to Utility tunnels and another set, more of a sewer ducts.

    This is all blocking yet and not final !

    upload_2018-8-16_22-41-52.png

    upload_2018-8-16_22-42-28.png

    upload_2018-8-16_22-43-1.png
     
  12. ScourgeGames

    ScourgeGames

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    Any chance you might consider adding a lock for these? Please? :D
     
  13. ScourgeGames

    ScourgeGames

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    Yes, I'm working on it. I've got to put in some time on another project I'm helping out with, but I'll be back on this in a couple of days.
     
  14. Vagabond_

    Vagabond_

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    Hi, it is already there. I added it only to a single place though. Go to the module 3 at the end of the duct tunnels and you will see the lock hanging there !

    P.S. - it is modular ( you can move it and place it wherever you want )
     
    Last edited: Aug 18, 2018
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  15. Vagabond_

    Vagabond_

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  16. Emerald_Eel_Entertainment

    Emerald_Eel_Entertainment

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    ScourgeGames likes this.
  17. Vagabond_

    Vagabond_

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    Thanks a lot ! Really glad !
     
  18. Emerald_Eel_Entertainment

    Emerald_Eel_Entertainment

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    Not a problem.
     
  19. ScourgeGames

    ScourgeGames

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    Oh my goodness, you rock! I didn't see that. Now I'm happy as a clam!!!
     
  20. Vagabond_

    Vagabond_

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    This is an image to of the final look of Module 6 ( type of utility tunnels )
    This is not a complex module. I should be able to update to v4.0 these days. Hope you will like it !
    Thanks !

    upload_2018-8-24_18-11-32.png
     
  21. ScourgeGames

    ScourgeGames

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    Oh. Wow. This is absolutely brilliant. I realize it may not be "complex", but hot damn! That's just beautiful.


    I don't know if there is any other person on the planet that is more excited about sewers than I am at this moment :D.
     
  22. Vagabond_

    Vagabond_

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    Hi, thanks again. You are really supportive :)

    Well i am excited as well cause i really want to come up with an idea for a horror game and get this asset into it but i find it really hard. So i will leave it to you ( and the other users ) :D

    Thanks again !
     
  23. ScourgeGames

    ScourgeGames

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    Well, you are welcome to join me in my path to create a fun horror game! I want to release something great in time for Halloween (playable demo/teaser), but you keep adding such great changes to this asset that I keep wanting to redesign! :D
     
  24. Vagabond_

    Vagabond_

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    Hi,
    v4.0 has been delayed a bit because i had to add some more parts to the new Utility Module but it should be available in a few days ! Here is a video showing the tunnels.
    Thanks !

    P.S. - btw the demo is built using Unity 2018.2.6f1 using Vulkan ( that's why there are some glitches but only visible in the video and not in the game ) and i can say that it runs pretty smooth - in a matter of fact it runs much smoother compared using DX11 !

     
  25. ScourgeGames

    ScourgeGames

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    Wow, that looks nice! Very dark and ominous. I've been reworking the character controller for my game quite a bit, rebuilding the AI to use behavior trees, and I'm very excited to see this update. I really should have at least a playable teaser demo available for October (hoping to have it ready before Halloween).
     
  26. Vagabond_

    Vagabond_

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    Thanks :)

    Really eager to see a teaser of your game. Pretty interesting of what it will become !

    What tool you use for the AI to create behavior trees ?
     
  27. ScourgeGames

    ScourgeGames

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    I'm using Opsive's Behavior Designer, with a bunch of custom written "tasks" (sort of like an action with built in logic).

    https://assetstore.unity.com/packag...or-designer-behavior-trees-for-everyone-15277




    Edit: I'm also using Opsive's UFPS controller and combining it with the Horror FPS kit controller for my character controller to try to create smooth game play.

    https://assetstore.unity.com/packages/templates/systems/ufps-ultimate-fps-2943

    https://assetstore.unity.com/packages/templates/systems/horror-fps-kit-82643


    I do need to create forum thread for my game, but I've been holding off because I get easily distracted and will use it as an excuse to do other stuff besides work on my game ;)
     
    Last edited: Sep 1, 2018
  28. Vagabond_

    Vagabond_

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    Sewer/Underground Modular Pack V4.0 should be available any day now.

    Some screenshots of the new Utility tunnels module.

    New price will be 25$ ( 30$ inc. VAT)

    Screenshots_19.png


    Screenshots_21.png



    Screenshots_22.png

    Screenshots_23.png
     
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  29. ScourgeGames

    ScourgeGames

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  30. Vagabond_

    Vagabond_

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    Thanks :)
    With the proper lighting setup it could get even creepier ! I went with a bit brighter setup for the demo scene in order for to get it a bit more distinctive !
     
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  31. ScourgeGames

    ScourgeGames

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    Yeah, I've been working a lot on creating just the right lighting and post-processing on the current modules. This one looks like it's going to be an excellent part. What I'm trying to do now is tie this to an above ground entry. What I need to figure out is a long tunnel with a ladder that will serve what I need.


    Edit: Now I see how you've put in the manhole part in the tunnel pipes. I can work with that.
     
    Last edited: Sep 16, 2018
  32. Vagabond_

    Vagabond_

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    Hi, v4.0 is now available with a new tunnels module and a new set of smaller pipes !
     
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  33. hopeful

    hopeful

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    @Vagabond_ - Thanks for all the cool "utility tunnel" add-ons! :)
     
  34. ScourgeGames

    ScourgeGames

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    Holy mackerel. I feel like it's my birthday! I love this asset. Thank you for providing these updates.
     
  35. Vagabond_

    Vagabond_

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    You welcome :)

    Welcome again :)

    It actually supposed to be out a month ago but it seems there were an issue with the updates done on the same date i did it. I simply had to contact the asset store team and they resolved the issue really quickly.

    I am also looking into create an HDRP version mainly because of the volume lights and because the surfaces seem to look even better with the new lit shader !

    There are some issues still with the HDRP but i might consider this !

    upload_2018-10-12_13-37-51.png
     
  36. hopeful

    hopeful

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    I'm not into HDRP yet, but I know people are heading that way and are generally happy to see early support.
     
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  37. jnbbender

    jnbbender

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    Hey all - I got this asset a little bit ago and I'm definitely set on using it in my TPS. My only issue is performance. I have an Nvidia 1060, 4.2 Ghz and just using the built in FPS Controller on the demo scene, things stutter like crazy. I see all the videos posted and can't help but wonder if I am having an isolated issue. I shut off all Light Probes and Post Processing which didn't make much difference.

    Any ideas would be great.
     
  38. Vagabond_

    Vagabond_

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    Hi, i made the videos on GTX 750 Ti which is a a few times slower than 1060 and an old AMD FX processor.
    One thing i can think of is the occlusion culling - can you re-bake and try again please.
    There is one group of huge boxes in the scene which suppose to help with occlusion culling quality. It is probably disabled, so be sure to enable it before bake and than you can disable it again after bake is done.

    Other than that, your PC specs look good to run the demo scene at really high FPS.
     
    Last edited: Nov 24, 2018
  39. jnbbender

    jnbbender

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    Ok, so now you have the problem of explaining to me the concept of how those occlusion "separators" work.
     
  40. Vagabond_

    Vagabond_

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    Occlusion culling is a 3D grid based system which iterates through all the grid cells and calculates what objects are visible from given point in that grid. Sometimes some objects that are apparently invisible still remain visible to the occlusion system - i don't know why is that happening. Setting correct settings may improve the visibility but increases the CPU work. So adding these temp "walls" before bake, actually helps the occlusion culling to set visibility a bit more correct !

    It is not actually something special, i just decided to add these walls to see if they help with occlusion culling quality and they did. So if you know better way to improve quality with low settings in a scene feel free to do it. You do not have to use these walls !
     
    Last edited: Nov 24, 2018
  41. jnbbender

    jnbbender

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    That's awesome, new trick. Thanks.
     
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  42. Vagabond_

    Vagabond_

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    Hi guys,

    1.
    i created a custom package but as i am not sending it as intended, i decided to throw it in the store.
    This is kind of an industrial zone - fully modular as always, and you can use it to create an open area.
    I was thinking of using it in a racing game but it is good also for an FPS or a top down shooters etc...
    There is a playable windows demo link in the page, so you can download and walk around !
    https://www.assetstore.unity3d.com/en/?stay#!/content/142157

    2.
    I am preparing another package but i do not know when it will be completed and it's indeed much smaller than the Sewer/Underground pack but it is intended to compliment it. It is kind of a Sewer Station where you can combine with the sewer pack as an entrance.

    Wish luck to everyone !
    Cheers !
     
  43. hopeful

    hopeful

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    Smaller can be better. Sometimes out of a big kit only a few pieces are really needed.
     
  44. Vagabond_

    Vagabond_

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    Hi to all of you !

    First to note that the pack is on sale.

    Second note - i updated the pack to v4.1 without any major changes but in fact i updated it to support Unity v.2018.x + because in v.2018 some of the textures seem to become bluish. This was happening only to grayscale 16 bit textures.

    In 4.1 ( which is actually a Unity 2018.x update ) all the materials are switched to metal/gloss setup as the roughness setup seems to be removed by Unity.

    As a matter of fact, the materials using metal/roughness setup will work if you open v4.0 in Unity 2018.x, as all the materials will be automatically switched to "Autodesk Interactive" shader. However you will still have the issue where some of the textures appear bluish !
    I noted in the package update how to fix these textures if you don't want to import this version. It is simple as open the textures in a texture editing program and switch from 16 bit to 8 bit and simply override it. That should fix the bluish textures if you have that issue and you don't want to replace them from this update !

    Best regard to everyone !

    P.S. i also noticed that a couple of the objects in v4.1 are having some lightmap artifacts as the demo scene was lightmapped using the GPU lightmapper which might be a bug in the GPU lightmapper, as the CPU lightmapper did bake the objects correctly in the tests !

    However, for any question, request or a feedback, please email me at the email provided in the asset page !

    Thanks again !
     
    Last edited: May 2, 2019
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  45. Vagabond_

    Vagabond_

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    Hi,

    just to note that Unity 2019 throws an error about the PostProcessingStack. For new users which import in Unity 2019.x please delete the postprocess folder found in the Misc folder and import the one from the package manager !

    PPS package was included in the package since v1.0 to allow you to quickly press play and walk around with post processing enabled but as there are changes done to different post processing stack version there might be some erros like in this case.

    So i will probably remove the post processing stack folder from the project and will require to download it from the manager if you want to use it !

    Thank You !
     
    hopeful likes this.
  46. crashon182

    crashon182

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    hello I bought the asset but I have not yet been able to prove it because it gives me the following error: Assertion failed on expression: 's_AssetProgressBar.dialog' Assets/Sewerage_Pack/Misc/PostProcessing-2/PostProcessing/Editor/Utils/PostProcessShaderIncludePath.cs(10,10): error CS0619: `UnityEditor.ShaderIncludePathAttribute' is obsolete: `[ShaderIncludePath] attribute is no longer supported. Your shader library must be under the Assets folder or in a package. To include shader headers directly from a package, use #include "Packages/<package name>/<path to your header file>"'

    Can I solve it?
    thanks!
     
  47. Vagabond_

    Vagabond_

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    Hi, i already replied to your review :)

    However, you simply have to remove the post processing stack from the project and add one from the package manager. Actually the post above yours explains it :)

    Cheers !
     
  48. crashon182

    crashon182

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    Ready, solve it with what it says here! thank you!
     
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  49. Vagabond_

    Vagabond_

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    Hi, just a quick note:
    in the new small fix update i removed the post processing stack for 2018.x and up, because it throws errors in Unity 2019.x versions. You will have to use the one from the package manager and provided profiles to setup a volume.

    Thanks !
     
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  50. Vagabond_

    Vagabond_

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    Sewer/Underground Modular Pack is on sale now !
    Grab it with 50 % discount !