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New Level Design

Discussion in 'Made With Unity' started by orbitsteve, Aug 2, 2008.

  1. orbitsteve

    orbitsteve

    Joined:
    Nov 26, 2007
    Posts:
    117
    EDIT 1: Hi All , I have added a new gun , basically its just a new model with some animation, you can check it out here
    http://www.stephenrebeiro.com/web_ES2.html



    Hi All,
    here is a post after a long time , working on a few level designs , these are still I should say rather incomplete. i guess it needs a few more artistic touches,

    I Initially started this Level to test out reflections , water refraction's and light-maps, gradually it ended up to be an entire Level.







    I have attached a Web binary file, Comments are always welcome

    Cheers

    Steve[/i]
     

    Attached Files:

  2. MikeJ3D

    MikeJ3D

    Joined:
    Oct 10, 2007
    Posts:
    55
    Looks great, I like the two waterfalls in the central room. I feel like a security guard is going to be right around the corner, asking me why I'm holding the most crazy sci-fi gun ever. :)
     
  3. NathanWarden

    NathanWarden

    Joined:
    Oct 4, 2005
    Posts:
    663
    Steve,

    That's sweet! I love the plasma-like tubing on the gun. I fell through the floor below the guy in chamber thing. :D

    I can tell you put a lot of work into this... looks great... keep it up!

    Nathan
     
  4. Jessy

    Jessy

    Joined:
    Jun 7, 2007
    Posts:
    7,325
    Very, very nice. But I've got two words for you.

    Code (csharp):
    1. Screen.showCursor = false;
     
  5. kattkieru

    kattkieru

    Joined:
    Jan 2, 2006
    Posts:
    130
    Pretty sexy, although I had issues with the reflection:

    http://www.flickr.com/photos/kattkieru/2725172981/

    I'm thinking that you're updating the camera that's taking the reflection image in a separate script from the player controller / player camera, when you need to be updating them at the same time in the same script, but I could be well off (I don't know how the reflections work).

    Oh, I'm on a MacBook Pro 2.2 GHz, NVidia GeForce 8600M GT w/128 meg of video ram.
     
  6. StarManta

    StarManta

    Joined:
    Oct 23, 2006
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    8,741
    Usually things that move things (eg, player movement) are done in Update, while eye candy is done in LateUpdate. That way, the player will always move before the reflection is rendered. Not doing this can cause the reflection to be rendered before the player moves which creates that stuttering, delayed reflection effect.

    There's the other matter of that diagonal streak sort of effect, but I suspect that may be caused by the same problem.
     
  7. kattkieru

    kattkieru

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  8. tim

    tim

    Joined:
    Feb 3, 2007
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    I have the same reflection issues as kattkieru.

    The big poster should say "enhancement" instead of "inhancement" unless there is some background reason for it.

    Your web binary was another moment where I saw the screens and thought, "there's no way this is going to perform well on my machine" but was very delightfully surprised. Great work! It looks really nice.
     
  9. orbitsteve

    orbitsteve

    Joined:
    Nov 26, 2007
    Posts:
    117
    well kattkieru and StarManta,
    the shader and script i used to generate the reflection was from here

    http://www.unifycommunity.com/wiki/index.php?title=MirrorReflectionLightmapped


    its the light-map mirror script by Aras, though what i noticed was that playing full screen tends to reduce the reflection update time,
    this shader is not included in the shader guide so i guess this its still an experiment,
    and has anyone else come across this issue while using this shader??
     
  10. orbitsteve

    orbitsteve

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    Nov 26, 2007
    Posts:
    117
    Well Tim ,
    ehhh.. silly mistakes... I'll get that fixed.. back to school for me :D
     
  11. drJones

    drJones

    Joined:
    Oct 19, 2005
    Posts:
    1,351
    wow that gun is fantastic - i love the light tubes (animated uvs?) - very well done ; )
     
  12. orbitsteve

    orbitsteve

    Joined:
    Nov 26, 2007
    Posts:
    117
    thanks, i wanted a gun that looked as if made out of scrap metal and yes I used Animated UV's, i used them almost in every texture animations including the central water fountain.
     
  13. djorgri

    djorgri

    Joined:
    Jan 3, 2011
    Posts:
    17
    Hello !

    First of all, sorry if my english is inaccurate, i am french, traveled to Australia and New Zealand but not enough time to really master this universal language !
    Second first of all, congratulations for your demo, this is really impressive how you used shaders, bump mapping, and some Unity visual tools to give this little level a real ambiance, reminds me a bit Deus Ex and Bioshock !
    Basides hte pleasurei had to walk around it for 15 minutes, a lot of questions i didn't find answers showed up to me:
    To avoid beign too much boring, i'll ask by a little list, first for the level design, second for the gun (and what a gun !):

    1 - Is the level built into one block ?
    2 - Is it exported as one file ? (FBX?)
    3 - Did you use only "unwrap UVW map"(3dsmax name) ? (One file, several ?)
    4 - Which softwares did you use (3ds, Maya, Filterforge, crazybump etc...)
    5 - II didn't manage to make a visual level, and a collision design separately in 3dsmax, having the same dimensions? is there a tip, a tool ? or do i just have to remodel a second level on the first ? (One for visual, the second for collisions)

    4 - I tried to do the same with a Colt1911A1 i modeled to leanr 3dsmax, and my problem is when i change of state (fire, idle...) in my colt state machine,
    the animation begin whithout taking in account the previous animation of my colt.
    If i use additive animation, the colt don't animate correctly neither (toooooo smoothly).
    So i wonder how your gun run so well, if i shoot when is coming back to idling, it reopens whithout visual bug, how did you do this miracle :D ?

    After having seen this (and played (and enjoyed !), i am looking for animated UVs, never seen before :).
    I am aware this is a lot of questions, but i really looked for clear answers in this forum and i didn't find.
    You seem to use and master these techniques so i bet you could answer well to what is yet unknown from a lot of Unity users as i saw !

    PS: I subscribed for being able to aske you all this, so this is my first post, so Hello everyone again !
    I'll try to share something when i have proper states machines, piece of code, little 3d models, hints etc... ;)

    Jordy Rodriguez