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Discussion in 'Assets and Asset Store' started by justb, Aug 14, 2014.
Shirt 3 pre-final and Mithril armor concept:
Wow, these three shirts are all really nice! Will the ladies be getting shirts as part of the shirt pack?
Yep. There are 2 custom female shirts and 2 or 3 refits.
Monthly freebie hood. Should be up soon:
Added a robe (high poly):
Hope you make it for females! I love this!
I like that the hood / robe combo have an assassin or cult-like feel to them, with the concealing hood and the aggressive angles to the hood and robe. Easy to imagine this being used for bad guys.
I am going to use it for priests, so not bad guys. But they could be!! lol
I suppose I should have said the concealing hood and aggressive lines suggest characters with secrets and power.
And naturally, even among good priests we might expect for some to be misusing their power. Time to whip out the Love / Hate plugin and make some factions!
So I purchased the RPG starter set #1, and am having some issues with the male poor 1 trousers. I'm getting significant clipping in the thighs with the base mesh visible, but when I remove the base mesh, the shins disappear. I'm currently using the set with atavism UMA 2.6.1, and adding the shin overlay and slot to the UMA Equipment Display does not correct the issue. Any ideas? BTW Will, this set is the shiznit.
Oops, you are using Atavism. Deleted suggestion. Sorry.
I'm also not sure, but I just copied the body retexture stuff into the slot and overlay libraries. Is there something else I should have done to ensure that they are being used? I'm thinking it's possible that its an issue with the armor using the stock slots and overlays, but I don't know how to confirm.
I cannot help you. Those of us NOT using Atavism just add the shins as the slot along with the pants and hide the legs. I have no idea how Atavism does it. So sorry!!!
I am sure JustB can help you when he is back online.
Hey @dannienuc What do the console errors say? It might just be the wrong overlay or name being added in Atavism. It might also be the overlay name since Atavism uses a different slot naming structure. However; if the other slots/overlays are working the shin should work to. Double check that the shins are using the appropriate overlay and material in atavism.
My support email is :
Spot on. Was originally named "Altar hood"
RPG3 woohoo sign me up!
MB1 Chainmail in UE4:
So I just imported into a clean project, and all the errors I mentioned earlier are still there. I even extracted some files from the unitypackage manually to check and the references are indeed pointing to some GUID that doesn't exist or missing. So I'm pretty sure it's not just a random import error. The ones I've noticed again:
Face pack - almost all face and eye overlays don't have textures assigned
Body Retexture - Female main body overlay and some modular overlays missing material
Wanderer - many slots and overlays don't have material assigned
Ranger - Equipment (sword, shield, etc) slots don't have material assigned
Wizard - Staff overlays (male and female) missing material
I'm sure there are a few others but I'm pretty sure this is not on my end unless I'm missing something. The only dependency this has is the latest version of UMA with the PBR materials, right?
Yeah I had a few errors as well when importing some packages, remember the face pack had problems as well but if I recall it was possible to get everything working (thought setting some stuff manually was required).
M_Shirt 4 pre-final:
RPG starter has not been updated yet Only RPG starter (lite).
The errors for the body were due to using a separate material for the body (UMA Skin standard) instead of the default "UMA Diffuse Normal Metallic". Thought it was included but it appears not. I recommend using a separate material for the body since the large default 1024 textures down res your armor atlas. Will either include the materials or switch them back to default for the pack with a note.
Weapons were probably using the weapon material (also a separate material for atlas resolution).
Materials should generally go like this if you want to keep the resolution consistent:
Skin Material (includes face, body, hair, etc)
Armor Material(modular armor)
Weapon material(swords, shields and possibly some accessories)
All the armors are modular for 2048 x 2048 atlas. This means you can mix any armor pieces and still retain the same resolution by putting the skin and weapons on a separate material.
It doesn't look like the armor and weapon material are included in the package anywhere though. I don't think there are any new UMAMaterials in it, just references to the ones that already exist in base UMA. It's not a huuuuuge deal but it would be great if it was fixed because it does eat up a lot of time if I have to reimport or update the package for some reason, or if there is an update. I was mostly posting again because last time everyone was saying that I was imagining it and that there weren't any errors.
Indeed. My error.
There was (and may still be) the 5.1.2 to Unity 5.3 face overlay issues. Those are what I mentioned last time. I've had that happen a few times.
Yep. I understand. It sucks when something breaks your stuff/project and you have to redo something and figure out what's wrong. I thought most people would be using their own set up, but you are correct. The default should work out of box. Please bear with me though if there are sometimes errors .
Now that I know the issue, it will be updated soon.
No problem. Thanks for the quick response!
RPG starter pack 1 update is submitted (should be up in a few days):
-Included extra materials
Please let me know if there are any issues.
Any resubmits needed for the UMA package? I had some unassigned textures and materials when I used it last, though I think I got it working manually though - however I had to reuse the same texture a few times in the face pack if I remember (it has been a while)...
I am assuming when updates hit the asset store they are also available from your site if we purchased from there right?
F_Wolf Armor refit for Morph3D.
Just a test. Would be a bit time consuming to do 3 LODs. I'd probably pick one LOD (possibly LOD 1) and do the refit for that.
The MCS tools aren't out yet and there's still a bit to check out. Looks like an ok system and the alpha clipping map should take care of the parts poking through.
Hey @Ramsdal Sure. Just post up whatever bugs you find and I'll check them out. You can also send via email. I may start a bug thread.
I think the one on willbgameart.com may have the materials included. I sometimes have to move stuff around for uploading the RPG starter Lite and the RPG starter within the project, so some things might get overlooked sometimes.
Is the monthly freebie hood uploaded yet? I have been checking your website, but I can't find it.
Not yet Will also include a robe. Will probably be by the end of the week or next.
Dwarf armor Tier 3 Wip start:
Monthly freebie robe set pre-final (hood, Robe, Boots):
(Next up will be M_shirts added to RPG starter 2 and shirt pack finish. Mithril armor should be up after that.)
Internet will be out for about a week from the 1st while it''s being change. Will keep you updated.
Thanks a lot for the RPG starter update will
I have a Little Problem, maybe somebody has an advice for me:
For my inventory Icons I have created a simple Scene with a camera, light and the mesh with material.
I set the mesh and material in the Editor and make a screenshot, cut it and have an Icon Image for my inventory.
Now I want to do the same with all the uma stuff, starting with all Hoods and helmets.
How do I do that? There is no material
Thanks a lot!
PS: It works very good with a temporary new material, with the textures set from the overlay.
I was just going to type that...but you figured it out yourself. We used this method and it worked great.
Monthly Freebie Robe set added:
Nice one, thanks Will
I have a Problem when switching through my uma characters in my character Editor. I think it is Happening since updating to will's latest rpg starter kit from an older Version, but I am not sure.
I get the error that "M_Hair 8" is missing, but other hairs work fine, and it is contained in my Slot library in the Scene.
So I do not understand where this error Comes from, can anybody help?
Thanks a lot and have a nice weekend!
The name on the slot is different. The slot library says the name is "M_Hair 8_Slot", but it's trying to find "M_Hair 8". Have you rebuilt the slot library? Or tried re-adding the slot?
thanks for helping! In the Slot library it says "M_Hair 8_Slot" but when I click it then in the inpector it says "M_hair 8", see the inspector part of the Slot. I never understood why those are different.
Yes, I tried to re-add it. Other hairs are working that way when I call them with the short Name in the inspector.
How do I rebuild the Slot library?
You can delete all the items out of it and add them back in to rebuild it (you can drop the parent folder on there to do it easily).
Or you can just remove the old "m_hair 8_slot", and drop the new hair 8 on. But then you might run into other problems if something was renamed.
thanks again. I cleared the Slot library. But I cannot drag anything into the Slot library "Drag Slots here".
I can use the button "AddSlotDataset" and then drag a single Slot into the Slot.
But nothing into the area "Drag Slots here". What am I doing wrong?
I am currently using the Version from the UMA2 git hub.
And are you involved into this new Version here?
Is it the official new Version? Will it be downward compatible to older costumes and Slots / overlays?
I don't know what could cause that not to work. You should be able to just drop a folder on it (like the entire UMA folder), and have it recursively add all the slots. Do you get any errors in the console?
Unity53 is the new branch - it's not quite done yet, still need to merge in the dynamic character system, and maybe a few more items. It's backward compatible with the UMA2 (both from GIT and the Asset Store).
I see no error in the console. I try to drag a upper Folder onto the area, or a Folder with only Slots, in both cases it Shows the "not allowed" Cursor and nothing happens.
Would you yet recomment the new Version?
I am not using receipes, only my own UMA beings created from Code behind with Slots and overlays. This way I create new gameobjects spawned from a prefab which contains the umadata.
PS: I got Hair 8 working. The UMA Slot System is case sensitive.
The Slot Name was M_hair 8. When I set it to M_Hair 8 it worked.
That is really bad, isn't there a way to fix it?
In Will' RPG starter package some hairs are with "hair" some with "Hair", it is a huge source for Errors...
Sorry about that Firlefanz. Will have a look.
Fem shirt 1 pre-final. Pack should be up in a few days.: