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Fantasy world (wip)

Discussion in 'Made With Unity' started by botumys, Dec 11, 2009.

  1. makc

    makc

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    now that was tough mountain to climb :)


    edit: could you please add mesh colliders to these things:


    at least temporary, so that we could walk on them?
     
  2. makc

    makc

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    so I spent quite some time climbing around, even got to your local everest, but couldnt find pink tree :(

    edit: this is highest I could get on buildings so far:


    edit 2: ok so I made it :)
     
  3. Marv

    Marv

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    Wow! This is really breathtaking.

    My system (quite strong notebook) is at it's limit though.
     
  4. Discord

    Discord

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    The rising fog pushed my notebook to its limits as well.
     
  5. botumys

    botumys

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    Nice to see that you explore the world like that :) . New webplayer online, with ancestral tree and collisions. Sorry for notebook, if a good programmer can make some stuff for me, I take it :)
    (for example, change unity fog density and color when entering in somes places, with that, maybe I can replace particles fog with unity build-in fog).

    the web player :
    http://game.irilys.eu/olivier/zone01.html

    size +- 11 Meg
     
  6. makc

    makc

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    thanks for collisions, now I could climb smaller building too:
     
  7. Marv

    Marv

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    I just spent 15min exploring this place... amazing!
    (and it turned into a bacejumping simulator in the end)

    My FPS count is slightly higher now and never went lower then 70.
    If you add some post-processing filters like bloom or small amounts of glow this could feel even more like walking around in a concept art.

    Keep it coming.
     
  8. botumys

    botumys

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    There is post-processing fx in unity free version ???
     
  9. Marv

    Marv

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    No there's not :? I didn't know you were using the free version.

    I used to work with 3D Gamestudio and there post-possessing was very common and you'd have all kinds of prefabs you could implement very easily.
     
  10. botumys

    botumys

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  11. botumys

    botumys

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    Here some test using mentalRay Photon mapping (radiosity), sun light bounces against surfaces and transmits light intensity like in real life.
    Actually, it's a bit too dark, but I can easily tweak values. The result is more realistic and better than using a simple ambient light.

    Before = ambient light, After = radiosity test.

    Before

    After


    Before

    After


    Before

    After
     
  12. OliverMcGray

    OliverMcGray

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    Beautiful. Wish I could do that :3
    Can you learn it to me? No kidding XD
    Great Job.
     
  13. ColossalDuck

    ColossalDuck

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    Just a grammar correction: Can you teach it to me
     
  14. gamenut30111

    gamenut30111

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    geesh, grammar police, jk
     
  15. OliverMcGray

    OliverMcGray

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    I can't find the link to the internet demo. He's Somewhere in this topic.
     
  16. Wox

    Wox

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    Nice work!

    Put some snow on the maya mountains and the towers, so it blend in to the mountain and it will be AAA.
     
  17. botumys

    botumys

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  18. vogles

    vogles

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    can you still fall down the hole under the ancestral tree? that took me by surprise. i was like "oh hey a giant floating tree, that's cool. what's down there? AAAAAAAAHHHHHHHHHH!!!!!!!" then i started to have fun going in places i wasn't supposed to. i got up to the giant towers and then went behind them and eventually inside the towers. very beautiful, awesome job!
     
  19. Alpha-Loup

    Alpha-Loup

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    Very good! I especially like the additional rocks that cover the texture distortions.

    Keep it up!

    Frank
     
  20. HiggyB

    HiggyB

    Unity Product Evangelist

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    Looks fantastic! :eek: :D


    Polite request: can you please use smaller inline images (like 900px wide or less)? If needed use smaller images in your post and then have those link outbound to larger full-size images if desired. Thanks!
     
  21. botumys

    botumys

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    Thx all! And sorry for the over-sized images, I will pay more attention to the following pictures!

    edit: ok, pictures resized ! :)
     
  22. basel

    basel

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    Have you maked it with unity pro or indie?
     
  23. Artimese

    Artimese

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    he used indie.

    amazing job man i spent 20 minutes running around your level, its exquisit.. really good...
     
  24. ColossalDuck

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  25. ColossalDuck

    ColossalDuck

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    It looks awesome. But, the camera needs to be higher. Unless you play the role of a dwarven kid :D .

    Anywho, I also recommend making it so when you are under water you should see a misty blue or green.

    How long did this take you?
     
  26. 7loop7

    7loop7

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    this is just delightful.
     
  27. raiden

    raiden

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    Absolutely stunning work! I am more than curious as to the game this will be turned in to? Fantasy role playing game no doubt, but all this beautiful artwork, deserves an amazing story, music, characters, and game play to go with it.

    Great job, keep it up!

    -Raiden
     
  28. basel

    basel

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    Can you not make the first person controller a bit faster? Now is it a bit to slow.
     
  29. makc

    makc

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    In ideal world, there should be a key to select fast/slow speed, because I would think you can easily fall off the edge while climbing at high speed... not that climbing is intended way of use for this thing.
     
  30. botumys

    botumys

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    +- 5 full days :)
    In next version, camera will be higher ;)

    This project is only to make a zone, not a game. I have some ideas for puzzle game mix with treasure hunt and hiden places, something like Mist, but I'm not programmer :/

    ok!
     
  31. botumys

    botumys

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  32. larsbertram1

    larsbertram1

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    it looks pretty nice but runs very slow on my mac book pro (just using the NVIDIA GeForce 9400M) altough you don’t use real time shadows, reflective water or any fillrate hungry fx.

    i wonder how many draw calls you have. maybe adding a bit more fog and lowering the viewing distance will help.

    lowering the detail distance in the terrain settings also would help...

    and using unity’s 2.6. new feature to manually adjust each layer’s far clip plane will improve the framerate: just place smaller objects which can’t be seen from a very long distance or which are hidden by the terrain most of the time (like your waterfall, the Ancestral tree, smaller buildings) on seperate layers and give them an own far clip plane using a small script like this one which is added to the camera:

    camera_culling.js

    Code (csharp):
    1.  
    2. function Start ()
    3. {
    4.     var distances = new float[32];
    5.     // Set up layer 14 to cull at 75 meters distance.
    6.     // Set up layer 11 to cull at 75 meters distance.
    7.     // All other layers use the far clip plane distance.
    8.     distances[14] = 75;
    9.     distances[11] = 75;
    10.     camera.layerCullDistances = distances;
    11. }
    12.  
    also re-adjusting the resolution settings of your terrain might reduce the number of draw calls significantly. unfortunately you would have to do all the placing of grass and bushes again in case you lower the detail resolution.
    just have a look at:
    http://www.unifycommunity.com/wiki/index.php?title=Terrain_tutorial#Step_1:_Resolution_settings

    as far as the overall look is concerned: i think the shadows on the terrain are to dark. and i don’t like billboarded grass – at least not near the player/camera – as it floats rather strange on rotating and doesn’t follow the terrain’s geometry accurately.
    see: http://www.unifycommunity.com/wiki/index.php?title=Terrain_tutorial#Getting_rid_of_floating_grass

    i also would turn off the wind as the detail meshes (bushes) bend in very strange way. i guess the guys from unity will have to rework the bending...

    finally i would readjust some of the textures in photoshop: the white flowers and the bushes (i guess it is bush5) do not fit your lighting... a bit to bright i think.

    nevertheless: great work! keep it on.

    lars
     
  33. larsbertram1

    larsbertram1

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    and as you have asked for it: here is an example for a script you can use to change any setting on entering a special place.

    1. create an empty game object
    2. assign a "component -> physics -> box or sphere or capsule collider" to it
    3. adjust the dimension of the collider so it fits your region to which you would like to apply the special settings
    4. activate the checkbox "is trigger" of the collider in the inspector
    5. add the script to the gameobject

    script example:

    setTerraindetailsdistance.js

    Code (csharp):
    1.  
    2.  
    3. function OnTriggerEnter (other : Collider) {
    4.     Terrain.activeTerrain.detailObjectDistance = 40;
    5.     // entering the collider will lower the detail drawing distance of grass and bushes to 40 meters
    6.     //   ... and here whatever you want
    7.  
    8. }
    9. function OnTriggerExit (other : Collider) {
    10.     Terrain.activeTerrain.detailObjectDistance = 70;
    11.     // leaving the collider will set the detail drawing distance of grass and bushes to 70 meters
    12.     // ... and here whatever you want
    13. }
    14.  
    15.  
    here you will find more parameters of the terrain rendering that are accessible via scripting:
    http://unity3d.com/support/documentation/ScriptReference/Terrain.html


    i really would like you to own a pro license of unity …

    lars
     
  34. botumys

    botumys

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    ok, I'll try to optimize a bit, thx for scripts!
    Grasses looks to raise draw calls a lot. (for now, draw calls vary from 100 to 500.)

    One question : if I use the script, I can hide/unhide objects when entering in the collider, but if the camera is already in the collider, the trigger is not switched. I can use the command that check if collision is active, but in this case, unity switch off objects all the time the player is in the area and slow down the game, how to avoid this ?

    Another question, how to change gradually the fog in time when entering/leaving a collision box?
     
  35. larsbertram1

    larsbertram1

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    well – 500 is not much – so i really wonder why it runs so slowly... what is about the vram usage? more than 150 – 200 MB?

    right
    modify your script camera_culling.js (which is assigned to the main camera), so it looks like this:

    Code (csharp):
    1.  
    2. static var myfogDensity = 0.05;
    3. // myfogDensity should match your render settings
    4. var fogstep = 0.001;
    5. // fogstep = the value by which fogdensity is changed from frame to frame
    6.  
    7. function Start ()
    8. {
    9.     var distances = new float[32];
    10.     // Set up layer 14 to cull at 75 meters distance.
    11.     // Set up layer 11 to cull at 75 meters distance.
    12.     // All other layers use the far clip plane distance.
    13.     distances[14] = 75;
    14.     distances[11] = 75;
    15.     camera.layerCullDistances = distances;
    16. }
    17. function Update  () {
    18.     // adjust fogsettings
    19.     if (RenderSettings.fogDensity < myfogDensity) {
    20.         if (RenderSettings.fogDensity > myfogDensity - fogstep) {
    21.             RenderSettings.fogDensity = myfogDensity;
    22.         }
    23.         else {
    24.             RenderSettings.fogDensity += fogstep;
    25.         }
    26.     }
    27.     else if (RenderSettings.fogDensity > myfogDensity) {
    28.         if (RenderSettings.fogDensity < myfogDensity - fogstep) {
    29.             RenderSettings.fogDensity = myfogDensity;
    30.         }
    31.         else {
    32.             RenderSettings.fogDensity -= fogstep;
    33.         }
    34.     }
    35. }
    36.  
    next you will have to add some code to the collider:
    Code (csharp):
    1.  
    2. function OnTriggerEnter (other : Collider) {
    3.     cameraCulling.myfogDensity = 1.2;
    4. // this is the new target value
    5. // in order to access your variable "myfogDensity" you have to add the script name in which it is declared
    6. }
    7. function OnTriggerExit (other : Collider) {
    8.     cameraCulling.myfogDensity = 0.001;
    9. // this is the new target value
    10.  
    11. }
    12.  
     
  36. botumys

    botumys

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    thx a lot!

    VRAM usage : 14.8MB to 53.2 MB
     
  37. botumys

    botumys

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  38. larsbertram1

    larsbertram1

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    nice one – the hanging garden.
    but as far as yout tech specs are concerned: 100-500 draw calls and just 53 MB VRAM usage: it should be like a rocket!
    but it is not. maybe i get something around 5 fps on my Mab Book Pro (Intel Core 2 Dou, 2.8 Ghz, 4 GB Ram, NVIDIA GeForce 9400M, 256 MB Ram) which usually can handle about 1000 draw calls plus some extra imagefx...
    so i am still wondering where the leak is.

    keep on your beautiful work, lars.
     
  39. larsbertram1

    larsbertram1

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    even turning on the NVIDIA GeForce 9600M GT / 512 MB VRAM doesn’t give me a decent framerate: from 5 to 20 i guess...
     
  40. heyufool1

    heyufool1

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    I'm not sure where to find the FPS but it ran smoothly on my computer with a Pentium 4 processor, Nvidia 6800 GT, and 3gb Ram. Looks great by the way! Keep it up!
     
  41. botumys

    botumys

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    I find that Web player quality is on Fantastic (texture full res, aniso on, 4x anti aliasing and soft vegetation). I guess that it's to much for laptops but if I use Good for exemple, world looks crappy :/
     
  42. botumys

    botumys

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    new image :

     
  43. Alpha-Loup

    Alpha-Loup

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    Very nice scene setup.

    However it could use some harder contrasts for a more "living" impression in my opinion.

    You are doing a fantastic job here botumys! Its impressing and inspiring. Keep it goin!

    Frank
     
  44. botumys

    botumys

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  45. h.istvan

    h.istvan

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    Awesome screens! :D
    It would be nice to see a fly through video!
     
  46. botumys

    botumys

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  47. Alpha-Loup

    Alpha-Loup

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    Yes, really nice work! I like the way you fill the places with vegetation. Makes it realistic and interesting. And yes, the faked Picture hits that, what i meant in my earlier post. Cant wait to see more. Keep on rockin´

    Frank
     
  48. WinningGuy

    WinningGuy

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    Very nice!

    I really liked the God Rays with the pink tree in the video.
     
  49. Sycle

    Sycle

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    Wow! That looks fantastic in motion! I love the waterfalls and the mist.
     
  50. ColossalDuck

    ColossalDuck

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    You are just good at this. How could you do this, its fantastic.