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Axis Game Factory

Discussion in 'Works In Progress - Archive' started by HeavyMcD, May 9, 2013.

?

Would you buy this?

  1. Yes

    41.7%
  2. This thing is awesome!

    33.3%
  3. I want to use this code for my games

    17.3%
  4. No

    13.7%
  5. What the hell is this thing?

    14.3%
Multiple votes are allowed.
  1. darkhog

    darkhog

    Joined:
    Dec 4, 2012
    Posts:
    2,218
    Well, I don't use demos unless I can afford full app in case I'll like it. Otherwise I get nervous :/.
     
  2. cl-apps

    cl-apps

    Joined:
    Mar 16, 2013
    Posts:
    128
    Hi there, I am trying to import a AGF scene file into the new Unity 4.3 and I keep getting an "Overwrite Scene File" message box pop up on the Mac which can't be closed stopping me from loading in the scene. The AGF panel works fine up till the point it starts importing.

    I'm not sure if you have had a chance to play with the new 4.3 but it would be good if you could help fix the problem
     
  3. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
    Posts:
    317
    Thank you for pointing this out. We are looking into the problem. I'll get back to you as soon as possible...

    Matt
     
  4. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
    Posts:
    317
    My son Tyler’s school project: A 3d tour of “Castle Black”

    This video is “Take 01” of a project that my son Tyler (15) is making for
    an AP Humanities class he is taking in school. His project is based on the
    “Game of Thrones” book series. This is his version of “Castle Black”
    We worked together to make source assets. Tyler laid out this
    environment in the one evening using AGFPRO.
    In another video we will show the addition
    of props to the environment.

    [video=youtube_share;HiQVWa_NuNA]http://youtu.be/HiQVWa_NuNA
     
  5. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
    Posts:
    317
    NEW DLC FOR AGFPRO!!! 67 Additional Terrain Textures

    Here is a link to an additional terrain asset pack for AGF.
    DLC_Terrain_01


    Please copy the file to the Axis Game Factory\Asset Packs directory.

    Here is the location of the Asset packs directory for the different OS..
    PC: C:\Users\user\Documents\Axis
    Game Factory
    MAC: /Users/Shared/Axis Game Factory
    Linux: /Home/user/Documents/Axis Game Factory



    To load the new Terrain textures asset pack into the warehouse:


    1. LMB, click the "manage assets" button in AGF, top, right side of the "Warehouse" menu.
    2. This will open the "Asset Manager" window. LMB, click the Terrain_01 "+" button.
    3. The terrain textures will be added to AGF.

    If you would like the source files, please mail me directly with your "Proof of Purchase" information. matt@axisgamefactory.com



    Best,


    Matt
     
    Last edited: Nov 17, 2013
  6. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
    Posts:
    317
    [video=youtube_share;DIdTsZbBEHk]http://youtu.be/DIdTsZbBEHk
     
  7. Reefer

    Reefer

    Joined:
    Jan 13, 2012
    Posts:
    34
    This is looking pretty cool. Even the price isnt that bad when you look at features list.

    When I'll get more money, I'm buying this for sure. :p
     
  8. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
    Posts:
    317
    Thanks, Please download the demo and try it out...
     
  9. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
    Posts:
    317
    $DLC_01.png


    67 Additional Terrain Textures for AGF!!!


    Here is a link to an additional terrain asset pack for AGF.

    Terrain_01

    Please copy the file to the Axis Game Factory\Asset Packs directory.

    Here is the location of the Asset packs directory for the different OS..
    PC: C:\Users\user\Documents\Axis Game Factory
    MAC: /Users/Shared/Axis Game Factory
    Linux: /Home/user/Documents/Axis Game Factory

    To load the new Terrain textures asset pack into the warehouse:
    LMB, click the "manage assets" button in AGF, top, right side of the "Warehouse" menu.
    This will open the "Asset Manager" window. LMB, click the Terrain_01 "+" button.
    The terrain textures will be added to AGF.

    If you would like the source files, please mail me directly with your Proof of purchase information. matt@axisgamefactory.com

    Best,

    Matt
     
  10. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
    Posts:
    317
    [video=youtube_share;7_uvl8sHtDg]http://youtu.be/7_uvl8sHtDg
     
  11. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
    Posts:
    317
    AGFPRO Sample 003

    [video=youtube_share;CkVIdTFomZU]http://youtu.be/CkVIdTFomZU
     
  12. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
    Posts:
    317
    AGFPRO Sample 004

    [video=youtube_share;FjIuJI-bgPw]http://youtu.be/FjIuJI-bgPw
     
  13. seitor

    seitor

    Joined:
    Feb 18, 2012
    Posts:
    36
    What you see in agfPro is what you get when imported into Unity? What objects are not supported when imported into Unity ?

    I assume water and shader will not be imported into Unity , is that correct?
     
    Last edited: Nov 19, 2013
  14. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
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    The water is imported as it is but the shaders will become the default Unity water shader if you are not using Unity PRO

    That's about it.. We provide you with the tri-planar shaders for the Terrain.. I hope that answers your question.
     
  15. seitor

    seitor

    Joined:
    Feb 18, 2012
    Posts:
    36
    The terrain tool alone already worth the price, just purchased via paypal. What I like the most is terrain tool, that is awesome, Unity should integrate your terrain tool solution >.>
     
  16. redikann

    redikann

    Joined:
    May 30, 2013
    Posts:
    12
    Just bought this yesterday after mulling over it for awhile. Funds became available and I went for it. I knew I was going to be satisfied just by watching all the videos and researching the product. The product did not disappoint. The actual terrain tool is fun to use and very fluid, responsive and powerful.
    The only snag I ran into (and this is the biggest problem with assets) is my KGF camera solution is unusable if I use the AGF scene importer package.
    This current situation breaks the pipeline I wanted to establish with this product. Any insight would be great and a 5 star rating will be given when my pipeline functions. Thanks for the great tool Matt. I would like to support your tool by offering more content for the wharehouse and showcasing your tool as part of an efficient and affordable Unity work suite.
     
  17. seitor

    seitor

    Joined:
    Feb 18, 2012
    Posts:
    36
    I bought agfPro directly from your website. If you release 1.x version, I have to email you again and attach the receipt?

    If that is the case, can I exchange it for a agfPro Premium Steam version? Getting updates from Steam would be easier.
     
    Last edited: Nov 21, 2013
  18. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
    Posts:
    317
    Thank you!!
     
  19. HeavyMcD

    HeavyMcD

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    Nov 4, 2012
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    Thank you for the purchase.

    I don't have experience with the KGF camera code you are using. I am sure there is a solution. Try packaging up the AGF scene file in Unity without the AGF camera prefab and then import that package into Your game project. Let me know if that work around is suitable for your needs in the interim.

    I very much appreciate your support.
     
  20. dreamlarp

    dreamlarp

    Joined:
    Apr 22, 2011
    Posts:
    854
    Still no scifi asset pack for this yet?
     
  21. redikann

    redikann

    Joined:
    May 30, 2013
    Posts:
    12
    Got it to work finally. May not be an elegant solution but I had to rename the EventHandler script and class because I am assuming the KGF EventHandler code was having conflicts.
     
  22. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
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    317
    Great to know. I appreciate you taking the effort and posting the outcome!!!
     
  23. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
    Posts:
    317
    Sorry. I have been really busy with the Steam release. We sold more copies of AGF on Steam in one day then we did on the Unity Asset Store in 3 months.

    YEAH.. Take that bank.. I get to keep my house!!!!
     
  24. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
    Posts:
    317
    Sorry. I have been really busy with the Steam release. We sold more copies of AGF on Steam in one day then we did on the Unity Asset Store in 3 months.

    YEAH.. Take that bank.. I get to keep my house!!!!
     
  25. redikann

    redikann

    Joined:
    May 30, 2013
    Posts:
    12
    That's great news. This product deserves to be successful. You've done a great job posting videos to showcase AGF and have even made some tutorial vids which are great. I think people need a video showing just how easy it is to take content back and forth between these 2 applications. Maybe that is a selling point you are not capitalizing on especially when it comes to the asset store because you know those users are purchasing it mainly for that purpose. I also can't wait to see how one would get a playable character into AGF and add joystick support.
     
  26. primus88

    primus88

    Joined:
    May 14, 2013
    Posts:
    611
    ^ Nailed it ^
     
  27. chiapet1021

    chiapet1021

    Joined:
    Jun 5, 2013
    Posts:
    605
    That's awesome to hear, Matt! A house in San Diego is not cheap. :)
     
  28. MechMonkeyStudios

    MechMonkeyStudios

    Joined:
    Nov 24, 2013
    Posts:
    3
    Hi, just bought the pro version of your game. I'm running 4.3 unity free. I got a test map imported into unity from afg. I try to build a webplayer build and get some errors. It works fine with stand alone version. Here are the errors.

    Assets/AGF_SceneLoader/AGF_Assets/Scripts/Scene Loading/AGF_LevelLoader.cs(155,51): error CS0117: `System.IO.File' does not contain a definition for `ReadAllText'

    Assets/AGF_SceneLoader/AGF_Assets/Scripts/Scene Loading/AGF_LevelLoader.cs(179,53): error CS0117: `System.IO.Directory' does not contain a definition for `Move'

    Assets/AGF_SceneLoader/AGF_Assets/Scripts/Scene Loading/AGF_LevelLoader.cs(437,51): error CS0117: `System.IO.File' does not contain a definition for `ReadAllText'
     
    Last edited: Nov 24, 2013
  29. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
    Posts:
    317
    Thank you, I Have anew version of the scene loaders. Please mail me so I can send it to you. matt@axisgamefactory.com I am not sure if the new loaders will fix your problem but they now accommodate the users picking the content directories. Thank you for your support.
     
  30. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
    Posts:
    317
    We are working on bugs to accommodate the changes in Unity 4.3 after those bugs are fixed I will be making videos to walk users through the process. Thank you for the support!!
     
  31. seitor

    seitor

    Joined:
    Feb 18, 2012
    Posts:
    36
    Import a simple terrain into Unity, it is a
    100 width
    100 height
    heightmap resolution 513
    texture resolution 512 terrain.

    It looks good, however the draw call is too high , 5226 Draw Call !! $agfPro_Terrain_Test.png

    So I disabled all lights/ effects / water / water reflection , draw call down to 668 which is acceptable but still a bit too high imo.

    Besides lowering terrain size in agfPro(I changed it to 100), what settings can be adjusted to lower draw call?
     
    Last edited: Nov 25, 2013
  32. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
    Posts:
    317
    Sietor,

    Sorry, I want to understand. Draw call is too high for what platform or application of content? I don't know how to help you with Unity questions unless I know what you are trying to make. A kindly reminder, the questions you are asking are typical Unity game development type questions. I am sure you could find answers to these type of questions on other threads. Another note, Without having an idea of what your target platform or specs are for your game its hard to know what if anything needs to be done, as of course. quality hardware can overcome the number of draw calls and give you a higher frame rate..

    Thanks,

    Matt
     
  33. primus88

    primus88

    Joined:
    May 14, 2013
    Posts:
    611
    From what I'm seeing, you have 5226 draw calls for the whole terrain. There is no way, when you will put the camera in your game, that you will see the entire terrain at all times. Or if you do that, it will be a very bad decision :)
    Also, you are using PRO version. Activate occlusion culling.

    With these two combined you will reduce the draw calls to maybe some dozens from 5000.
    For PC platform, 1000 draw calls only from the scene is not bad frankly. Computers these days can handle even 9000-10000 draw calls without noticeable impact.

    If you prepare to launch on mobile platforms, than you need more optimisation and work.
     
  34. redikann

    redikann

    Joined:
    May 30, 2013
    Posts:
    12
    $Screen32.jpg So here is my first asset Blender>>Unity>>AGF. Seems AGF uses Gamma lighting? Anyway to set this to Linear like Unity can. I noticed my textures with a strong white seem to glow in the AGF lighting. I've toned down the ambient and direct lights but lost some pop doing that. $Screen32.jpg $Screen31.jpg

    /** Screenshots not posting?
     
    Last edited: Nov 26, 2013
  35. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
    Posts:
    317
    $As seen on STEAM!!!.png

    [video=youtube_share;P-GKgu976as]http://youtu.be/P-GKgu976as

    [video=youtube_share;9bcdAV5I2eQ]http://youtu.be/9bcdAV5I2eQ

    [video=youtube_share;9XwoBmd50xw]http://youtu.be/9XwoBmd50xw
     
    Last edited: Dec 1, 2013
  36. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
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    317
    AGFPRO Tutorial 004 How to Import AGF Scene Files into Unity Free and Pro

    • Importing AGF Scene Loader Package into Unity
    • Importing Unity Character Controler
    • Accessing the AGF Scene Loader Tool
    • Setting "Source Directory" path to your AGF Asset Packs
    • Step 01. Instantiate the Intergration Prefab
    • Step 02. Configuration of Main Camera
    • Step 03. Load AGF Scene into Unity
    • Play your AGF Scene in Unity
    [video=youtube_share;iJAlaVKYvT8]http://youtu.be/iJAlaVKYvT8
     
  37. Foestar

    Foestar

    Joined:
    Aug 12, 2013
    Posts:
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    Well from the videos I've seen this looks amazing. It does seem like it may be a bit touchy and sometimes all over the place from your early videos. As far as creating environments it looks to be a top notch piece of software which can only get better.

    So to the question of would I buy it? As of this moment no, but not because of lack of interest or dislike of this software. It's because I'm super stubborn and always do things in a stupid harder way. I guess I like the challenge. But the project is super amazing and very well done! I'm assuming that beyond having to create your own artwork for those afg scenes all you have to do is pretty much paint your scene so to speak from what I've seen.

    As far as I'm concerned this is a 10/10 piece of software and if something were to draw me out of my old fashioned tough as nails way it would be this. But you haven't got me yet! :razz:
     
  38. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
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    Foestar,

    Thanks for the support.. AGF does come with over 500 Assets in it.. We went live on Steam last week and have already sold Almost 3000 copies.. You should download the demo and give it a try..

    -matt
     
  39. taichiu727magnus

    taichiu727magnus

    Joined:
    Sep 16, 2013
    Posts:
    144
    hi, i want to test this but i got this error when i want to run it "cannot start the game. The asset pack did not exist"

    I check the folder in my documents but it does exist, the file also does exist as well i don't get why it is showing this error

    Also can u maybe make a zip archive so u don't need to install it?
     
  40. jeremiasz

    jeremiasz

    Joined:
    Feb 17, 2013
    Posts:
    53
    Any examples how terrains made in AGF work on mobile platforms? Need this to make buying decision :)
     
    Last edited: Dec 3, 2013
  41. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
    Posts:
    317
    Please un-install and and re-install with the default location for the installer. You can also copy the asset packs directory to the path that the .exe is looking for it. Please see the installation documentation for more information. https://www.dropbox.com/sh/8ugb0qz59o0bfz9/ekdqEv2jig/AGF_Installation_Guide.pdf

    If this doesn't work for you, please let me know.

    Thanks,

    Matt
     
  42. HeavyMcD

    HeavyMcD

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    Nov 4, 2012
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    AGF uses the same terrain system that Unity uses. I don't think our Tri-Planar shaders will work for Mobile. You can change in AGF the shader type to the default unity terrain shaders.
     
  43. chiapet1021

    chiapet1021

    Joined:
    Jun 5, 2013
    Posts:
    605
    Hey Matt,

    Have you considered any plans for baking meshes and textures when users create custom prefabs in AGF? I love the modular nature of the warehouse models for making different building structures and what not, but drawcalls would be better optimized if we could bake the prefabs. Phong has created Mesh Baker for this purpose in the Unity editor, and I believe you can bake meshes at runtime with that asset.
     
  44. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
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    Thank you for the heads up about that. Can you please post a link to the asset you are speaking of? I would be happy to add it to AGF.
     
  45. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
    Posts:
    317
    More information About AGF and Mobile...
    I haven't had time to test AGF for any Mobile devices nor do I have access to mobile devices to do so.

    If there is anyone that would like to test how AGF works with Mobile. I would be more then happy to add them to our testers group and "GIVE" them the current version in return for testing. Please understand that I would really like AGF "ACTUALLY" tested with mobile. I don't want to be sending out Free AGF for people to use and never get back with me..
     
    Last edited: Dec 5, 2013
  46. chiapet1021

    chiapet1021

    Joined:
    Jun 5, 2013
    Posts:
    605
    Here's the link to Mesh Baker: https://www.assetstore.unity3d.com/#/content/5017

    Ian (Phong) is very responsive and helpful when it comes to using his assets.
     
  47. taichiu727magnus

    taichiu727magnus

    Joined:
    Sep 16, 2013
    Posts:
    144

    i have an iphone 4, iphone 5, and ipad, if u want, i can test it out
     
  48. theboosted_1

    theboosted_1

    Joined:
    Aug 21, 2013
    Posts:
    21
    Hi Matt! Purchased AGF pro from the asset store last night after playing with the demo. unfortunately it got late so i was only able to scratch the surface but damn, so far im really impressed!
    I am about half way thru developing a semi- realistic air combat game for higher end android devices and have been looking at different possible solutions for sky/ terrains. i had a few problems importing the agf scene into unity (got a few errors) but i also didnt follow your instructions (on purpose, just to see what would happen, and i did back up my project). but anyway, hopefully tonight i can import my basic AGF scene into a blank unity project and start adding the prefabs back in from my current project. i would love to help out with mobile testing and optimization as well. i am using MANY other assets (exploder, uscript, KGF orbit cam, killer waves, etc) in my project and i cant wait to see how everything plays together. but again, Man after only playing with agf for an hour or so this thing is SICK!
     
  49. 87morpheus

    87morpheus

    Joined:
    Jun 6, 2013
    Posts:
    11
    Looks great! I will try to make some room in my schedule to try this out.
     
  50. HeavyMcD

    HeavyMcD

    Joined:
    Nov 4, 2012
    Posts:
    317
    Thank you kind Sir...