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[Real-Time] Project-ShadeCreest [UnityTech]

Discussion in 'Works In Progress - Archive' started by wamus, Oct 4, 2012.

  1. wamus

    wamus

    Joined:
    Sep 15, 2012
    Posts:
    24
    What is ShadeCreest

    ShadeCreest is a [Real-Time] Medieval Game
    Made with Unity-Free
    In order to get out Unity-Pro Graphic on Unity-Free
    In 3rd person and First person with Camera-Switching

    ShadeCreest`s Point

    The Point with this game is to provide Unity-Free Real-Time Power,
    And Realy Give Unity A Good Reputation.
    The Game is also including Maximum Shader-Graphic.
    Also This Project Runs On Very Little Processing Power

    Graphic

    This Game Provides Maximum Graphic,
    And Still Not Getting Your Computer Slowing Down!
    We Are Trying To Support NViDIA Graphics/Phyx On This Game.

    System

    This Game Has A Very Simple System Usage,
    But It Can Be A Little Bit Of Laggy On Window-XP
    Recommended System Is:
    Window Vista-Window7
    NVIDIA / AMD GraphicCard
    CPU: 2,0.GHZ Or Above

    Environment

    The Terrain Is Based On 3-20 Parts,
    In Order To Get Maximum Effect on PolyGons.
    The Terrain Is Based On 3 Different Tree Types.



    ]

    Updates

    The Game Will Get Wekly Updates Untill Unity 4 is Avalable For Download
    New Demos Every Week:D





    Download:

    Update 1.1
    Update 1.2
     
    Last edited: Oct 5, 2012
  2. wamus

    wamus

    Joined:
    Sep 15, 2012
    Posts:
    24
    New Update 1.2
     
  3. ludiares

    ludiares

    Joined:
    Jul 14, 2011
    Posts:
    242
    What's the difference between this an unity built-in terrain being lightmapped?
     
  4. wamus

    wamus

    Joined:
    Sep 15, 2012
    Posts:
    24
    We didnt LightMapped The Terrain We Used Unity Pro Graphic In Unity-Free without any lightmapping tool (We Used UDK SHADERS to create a Special REAl-TIME Effect
     
  5. wamus

    wamus

    Joined:
    Sep 15, 2012
    Posts:
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    If You Have Read The Hole Project You will Know That WE DOnt Uuse LightMaps (We Used NVidia and UDK SHADERS!)
     
  6. xxShark

    xxShark

    Joined:
    Sep 28, 2012
    Posts:
    29
    Looks pretty good.. Maxed out in full screen I was getting about 30 - 35 FPS. The grass needs some work.. the bottom shouldn't move, only allow the top to move. As you see in my sig, I'm a newbie to Unity so I don't know how difficult that is without making your own grass and physics on it.

    The trees look good though.. I did see some artifacts in the distance on trees. you can see in the screenshot I have attached. They have white dots all over them.. like Christmas lights :-o

    You'll have to right click the image and copy the image URL to see the full size image to see what I am talking about.

    Try working on the base texture for the ground covering to add some depth.

    Those are my thoughts.. Still better than I can do though :D
     

    Attached Files:

  7. wamus

    wamus

    Joined:
    Sep 15, 2012
    Posts:
    24
    Thanks, :D
     
  8. wamus

    wamus

    Joined:
    Sep 15, 2012
    Posts:
    24
    Update 1.3 is in build now !

    Complete next week
     
  9. wamus

    wamus

    Joined:
    Sep 15, 2012
    Posts:
    24
    Update 1.3 is now 20% complete
     
  10. AqusSeven

    AqusSeven

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    Aug 10, 2011
    Posts:
    119
    Very cool.
     
  11. Ravel

    Ravel

    Joined:
    Nov 21, 2010
    Posts:
    605
    So let me guess the shadows are actually smoothed vertex colors right?
    Overall looks nice
     
  12. wamus

    wamus

    Joined:
    Sep 15, 2012
    Posts:
    24
    Thanks man But The Project has switched over to udk i will create updates for the unity project to but it is gona be for IOS and ANDROID:D

    Yes the shadows are smoothed vertex colors (You got right there)
     
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