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Destroyed Building Kit

Discussion in 'Assets and Asset Store' started by LoknarStudio, Jul 3, 2020.

  1. LoknarStudio

    LoknarStudio

    Joined:
    Sep 1, 2015
    Posts:
    14
    Hey guys, I'm happy to preset my latest Unity package Destroyed Building Kit
    I'm here for any suggestions and questions.
    https://assetstore.unity.com/packages/slug/173763

    This kit will be your go to tool for creating a wide variety of buildings and structures
    ranging from intact buildings to completely destroyed piles of twisted rebar and concrete.

    Every part is fully modular and grid oriented with easily interchangeable parts for fine tuning.
    Vertex paint is used to add realistic damage and grime variations.
    All models are optimized to run on current hardware and are very light polycount wise with additional vertices added for vertex painting.

    This detailed set holds up both up close and from afar. So it will look great in whichever project you're working on, whether it is a shooter, a simulator or even isometric strategy.



    • 500+ Models
    • 18 Matching rubble piles
    • 21 Custom PBR shader / Material
    • 5 Types of window trims
    • 16 Pattern types for Wallpaper / Tiles
    • Use single material on multiple objects with up to 64 color variations (With provided script)
    • Each material has a wide range of custom options and support for vertex paint
    • Exterior walls of Concrete / Cinder Block / Brick
    • Interior walls of Concrete / Cinder Block / Brick / Plywood / Drywall / Wallpaper / Wood frame with insulation / Moldings
    • Floor and Ceiling of Concrete / Wood Frame / Plywood / Tiles / Wood Floor
    • Windows frame of Wood / Metal with Glass and Plywood windows
    •Works with unity Deferred / Forward rendering

    We are happy to provide you with any assistance at support@loknar.com

    DBK_Screen_All_Parts.jpg DBK_Screen_Concrete_4Buildings.jpg DBK_Screen_Full_Brick.jpg DBK_Screen_VertexPaint.jpg DBK_Screen_Scene_02A.jpg
     
    Last edited: Jul 3, 2020
  2. LachlanConsiden

    LachlanConsiden

    Joined:
    Oct 4, 2020
    Posts:
    2
    Very good and well-thought-out construction project at all stages. I hope that if everything is done according to plan, the design will be strong and reliable. I would recommend making the floor and ceiling of concrete, and refinish concrete floors.
     
  3. Dobalina

    Dobalina

    Joined:
    Sep 6, 2013
    Posts:
    94
    @LoknarStudio Hello, I'm really enjoying this package so far. I ran into one issue I'm hoping you can help me with.


    When I paint damage on my buildings, I'm using the Polybrush "export mesh asset" option because I'm setting up my buildings to become prefabs. The mesh it produced retained the vertex info just fine with brick/concrete surfaces, though applying the exact same process to Cinderblock surfaces resulted in skewed UVs. So at the moment my prefabs can only retain damage on brick/concrete surfaces but not cinderblock.
    upload_2020-11-21_13-6-28.png


    One other issue, how can I change the base color of the debris piles? Not the painted areas, I mean the grey color. My terrain is a orange sand and I'd like to find a way to match the base brick color to the terrain.
    upload_2020-11-21_4-38-45.png

    Alternatively, is there a way I can tint all the materials a slight orange color? I'm in Unity 2020, standard built in pipeline, Polybrush setup to use Additional Vertex Streams.
     
    Last edited: Nov 21, 2020
  4. ESludden

    ESludden

    Joined:
    Aug 27, 2012
    Posts:
    19
    @LoknarStudio Hi, I'm working with the DBK and was wondering if it was possible to have the Colliders on the source Gameobjects, be copied onto the combined mesh? I'm seeing the mesh combining work really well, but I'm losing my Colliders in the process.

    I could manually rebuild the colliders, for use on the combined mesh, but I have a lot of meshes and the process would be slow. Is there a quicker way?
     
  5. giraffe1

    giraffe1

    Joined:
    Nov 1, 2014
    Posts:
    290
    The models are all black in 2020.2.2f1 HDRP.
     
  6. Mustafa_IgluLabs

    Mustafa_IgluLabs

    Joined:
    Aug 30, 2021
    Posts:
    1
    I also have the same Issue any solutions
     
  7. Mooshetv

    Mooshetv

    Joined:
    Sep 18, 2018
    Posts:
    1
    Hello, I recently got this asset, and had experienced the same HDRP issues as @Mustafa_IgluLabs and @giraffe1 had posted about.

    I had previously e-mailed the author of this asset earlier this week about support for HDRP 12+, but didn't receive a response. I decided to bite the bullet and get it anyway to test it out.

    Unfortunately, the asset does not work with HDRP 12+, but can be relatively trivial (albeit tedious) to fix the shader issues (pink/black materials).

    Here are the steps to fix it:
    1. Open up all the ASE shaders (located in DBK/Shaders/) in a text editor, preferably one which supports regex matching.
    2. Replace all instances of
    GetDecaleSurfaceData( posInput, surfaceDescription.Alpha )
    to
    GetDecaleSurfaceData( posInput, surfaceDescription.Normal, surfaceDescription.Alpha )
    .
    3. Replace all instances of
    ApplyDecalToSurfaceData( decalSurfaceData, surfaceData )
    to
    ApplyDecalToSurfaceData( decalSurfaceData, surfaceDescription.Normal, surfaceData )

    4. LightLoop is now different and takes different arguments for passing the lighting data back. Here's a description of the issue.

    For step 4 I made a simple regex pattern to replace all the faulty code if you'd rather do that then replace it by hand. Here's the match pattern:
    Code (JavaScript):
    1. (\t+)float3 diffuseLighting;\n(\t+)float3 specularLighting;(\n+)(\t+)LightLoop\(V, posInput, preLightData, bsdfData, builtinData, featureFlags, diffuseLighting, specularLighting\);\n
    And here's the replace pattern:
    Code (JavaScript):
    1. $1float diffuseLighting;\n$2float specularLighting;\n$4LightLoopOutput lightLoopOutput;$3$4LightLoop\(V, posInput, preLightData, bsdfData, builtinData, featureFlags, lightLoopOutput\);$3$4diffuseLighting = lightLoopOutput.diffuseLighting;\n$4specularLighting = lightLoopOutput.specularLighting;\n
    I hope this fixes any issues anyone came across with HDRP, and hopefully the author will be able to push a patch for HDRP 12+ soon :)
     
    Last edited: Feb 19, 2022
  8. unity_RKex6cIUS_dx7A

    unity_RKex6cIUS_dx7A

    Joined:
    Aug 13, 2018
    Posts:
    1