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BMT - Building Maker Toolset: Create interesting buildings in minutes.

Discussion in 'Assets and Asset Store' started by ZooP, Jul 15, 2021.

  1. ZooP

    ZooP

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    Hello guys I’d like to introduce you to my BuildingMakerToolset.
    Cover.png ss1.png
    BuildingMakerToolset is an editor extension and it provides a custom workflow placing Prefabs.

    Place walls with just one click, instead of digging through your project folders, dragging it in to the scene and adjusting the rotation.

    In this video you can see it in action.


    Tutorial to get you started


    If you need some buildings with interior for your game, or you are a level designer and you want to make your workflow more effective, this might be the right asset for you.
    rrppPromo.png

    This toolset is paired with over 200 Prefabs of walls, cables, pipes, etc. All with PBR materials assigned. Textures are of 2K resolution. Built-in Render Pipeline, HDRP and URP compatible.
    prefabs.png

    It's not just for placing walls. If you want to decorate your level with pipes, cables or other props, that have to be placed in a row, this toolset is perfect for the job.

    And by the way, you can easily setup any modular-building set to work with this toolset.
    Please watch this video if you want to see how I combined some road asset with BuildingMakerToolset.


    Here ist the link if you like to check it out.
    BuildingMaketerToolset
     

    Attached Files:

    Last edited: Nov 6, 2022
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  2. StevenPicard

    StevenPicard

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    Looks extremely nice! Will this eventually be extended to support houses (ex. with non-flat roofs)?
     
  3. ZooP

    ZooP

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    Thank you Steven,
    If you have some roof assets you can place them with this toolset.
    In this demonstration i am using some random assetpack from the Assetstore with BuildingMakerToolset:
     
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  4. StevenPicard

    StevenPicard

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  5. Kennth

    Kennth

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    Looks Great !! this could easily become a " thing " on the store over time. For sure.

    Have you tried this and does it work with Village Exteriors Kit ?
    https://assetstore.unity.com/packages/3d/environments/fantasy/village-exteriors-kit-38045

    Thanks... And one more question on decorating interiors, if the capability is not in this yet ?
    Say for example, you place a table in a room... would you then be able to place a candle and
    other items on that table ? Would the prefabs find the boundary of the table top automatically ?

    Thanks for this, I really get the feeling this could become big in the store. :)
     
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  6. ZooP

    ZooP

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    Thanks Kennth,
    In the Village Exteriors Kit you could use BuildingMakerToolset with the fence and wall modules.
    As long as your asset pack has modular wall pieces it should work.

    If you want to place stuff on a table honestly Grabbit is the better asset.
    If you want to place some cables or pipes take BMT.

    .
     
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  7. Kennth

    Kennth

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    Thank you for your reply :)
     
  8. ZooP

    ZooP

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  9. ZooP

    ZooP

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    Hi folks, BuildingMakerToolset has just received a video tutorial to get you started. Check it out!
     
    Last edited: Aug 6, 2021
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  10. Rewaken

    Rewaken

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    Hello is demo scene is provided with all different house structure shown in the video for built in renderer ?
     
  11. ZooP

    ZooP

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  12. Rewaken

    Rewaken

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    I tried but it never loaded webgl build are always hit or miss for me. But I purchased it today and played around bit you have no idea how much time,energy and money on asset store I spent yet make building with interior and exterior. His asset is really good.
    PS: In demo build player layered as boundary so he fell down whenever scene starts, also door open in one direction sometimes from where player is entering(Now it is not exactly problem for me because I will add my door logic)
     
  13. Rewaken

    Rewaken

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    Is it possible that when asset merge all meshes of the building for optimization different floor gets merge as a separate model ? In my game, while adding furniture on each floor ex I want to disable upper floor's walls etc and just show lower floor as camera perspective is topdown. Another way I can do is by exporting whole asset into blender and manually clubbing each floor's object
     
  14. ZooP

    ZooP

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    Cool, thank you for your purchase!
    In the demo scene you should definitely not fall through the floor, I have to look in to that.
    The demo scripts are intended for demonstration purposes and are not ideal for gameplay. It is a good idea to implement your own door logic.
     
  15. ZooP

    ZooP

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    Yes it is, Info.jpg
    you can do this by simply moving them out of the parent GameObject, that the PropCombiner component is attached to. The combiner only combines its children.
    Separate the objects you want to detach to different parents. You can combine them independently by adding a PropCombiner-Component.
     
    Last edited: Aug 24, 2021
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  16. Recon03

    Recon03

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    I been looking , and using different tools sets for years, and have some in Maya, but I been looking for one for inside Unity that handles modular assets well in a procedurally manner. and to increase work flow.

    This one, may be it, by the looks of it, I may have to pick this up.. Finally someone who seems to understand proper modular work flow, but with a faster pace.... even outside of Unity its hard to find tools like this, other than in Maya, which is what I use a lot...and for years...

    So, I will give this a buy in the next few days. Thanks for making this!


    PS: Most assets full short, so, I hope this one does not for this kind of work flow.

    Hopefully we can add roofs, easily or any modular part easily. !


    Before I buy, is source code included, so I can add my own functions ?? I like to know this before hand. No DLL's? I hope?


    Also are you able to snap objects to one another, so for example, if you are placing an object and you want to snap it to so that you have it lined up properly?? is there snapping ability? for objects??


    Looks like you do have the ability to swap out objects, something that is super important in a modular work flow.
     
    Last edited: Sep 13, 2021
  17. Rewaken

    Rewaken

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    No dll
     
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  18. Recon03

    Recon03

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    what about snapping, an object to another or some form of rule to be able too?
     
  19. ZooP

    ZooP

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    Hi there, snapping in traditional sense, like snapping when drag and drop onto an object, is not supported.
    If you want to use this toolset with a set of custom meshes:
    1. You must add a script to, for example, a wall-prefab.
    2. In the script`s inspector you need to specify two vectors, where the
      the wall begins and where it ends.
    3. On corner walls, you need to specify the heading after the corner.
    4. Make the related wall prefabs aware of each other by putting the in a array of spawnable items.
    That basically creates a ruleset. The script inspector shows all the spawnable prefabs of the selected object.
    By clicking on one of them, the corresponding prefab gets instantiated.
    The specified beginning vector of the instantiated prefab gets aligned with the specified end vector of the selected prefab.

    Here is a video tutorial on what I wrote above.

    Soon there will be a better tutorial on this topic.
     
  20. Jiinzu

    Jiinzu

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    hi i follow ur tutoriel im doing right until the ground doesn't work
     

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  21. ZooP

    ZooP

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    Hi Jiinzu, you may have a line crossing in your shape.
    Try this steps:
    1. Check the "Enable Editing" checkbox in the PlatformShaper inspector.
    2. Move every point of your shape and check if you have a point sitting on a other point.
    3. If you find a point that is very close (basically on top of each other) delete it by Ctrl-clicking on it.
    Shapes that contain points arranged like in the image below will fail to generate a mesh.
    example.png
    If you find some points on top of each other, the FootPrintMaker failed to remove them. In this case, please send me a copy of your scene file, as i could not reproduce this bug.
    support@zoopologic.de

    If that is not the case and you still have the issue, it might be that you got your generated mesh unparented from the PlatformShaper gameObject. In this case you should find a gameObject named "ShapeMesh()" somewhere around your map origin position.
    ShapeMesh("material name")-objects schuld never be unparented from its PlatformShaper (I will add a check by script with the next update).
    If you find some ShapeMesh()-objects lying around outside of PlatformShaper, please delete them and select the PlatformShaper to force it to regenerate it's meshes.

    If you tried my suggestions and it didn't help, please send me a copy of your scene file i'll look into it.
    support@zoopologic.de
     
    Last edited: Sep 16, 2021
  22. Jiinzu

    Jiinzu

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    oh yes thx u very much !! :D
     
  23. ZooP

    ZooP

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    Hey guys, check out my new asset!
    Sewer BMT
    It is also using the BMT workflow.
     
  24. giraffe1

    giraffe1

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    how compatible would you asset be with this kit?
     
  25. ZooP

    ZooP

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    Placing the wall modules easy. However, placing the floor/ceiling modules could be tricky.
     
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  26. ZooP

    ZooP

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    Hi guys, guess the last letter/number and get a free copy of Building Maker Toolset. post a reply when claimed :)
    Code.jpg

    redeem here
     
    Last edited: Mar 22, 2022
  27. drcfrx

    drcfrx

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    The code was ASV-YNNY-M6PR-GNNW-RYXT-7TQK but it has already been redeemed by someone. Too bad :/
     
  28. ramethorne

    ramethorne

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    Did the demo scene get removed from the package? can't find it.

    Sorry. Forgot to check after I installed the URP package. Found it.
     
  29. ZooP

    ZooP

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    Thanks for pointing out :D
     
  30. ZooP

    ZooP

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    Ok, here is the next giveaway. last one got redeemed pretty quick, this one is a bit harder.

    hope it’s not to hard though.


    Code.png
     
  31. drcfrx

    drcfrx

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    Yes it is. I tried 2 dozens combo. Half is unreadable. I'll pass.
     
  32. ZooP

    ZooP

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    Is it this part that causes trouble?;)
    Code2.png
     
  33. drcfrx

    drcfrx

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    yeah that was tricky but I found it, that's the last 4-5 characters, that could be anything
     
  34. ZooP

    ZooP

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    Still not redeemed yet!?:p
    Code3.png
     
  35. drcfrx

    drcfrx

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    nope, too hard
     
  36. ZooP

    ZooP

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    Oh, forgot to mention, the last character is missing like last time.
     
  37. ZooP

    ZooP

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    Still not claimed?!:eek: CodeStill.png
     
  38. StevenPicard

    StevenPicard

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    I've tried but still no luck. o_O
     
  39. ZooP

    ZooP

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    code last.png
     
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  40. StevenPicard

    StevenPicard

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  41. ZooP

    ZooP

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    Awesome!;) I hope you like it
     
  42. Jiinzu

    Jiinzu

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    i delet the floor once but now i have these error each time i create a shape i cant enter in play mode how can i solve this ?
     

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  43. ZooP

    ZooP

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    Hmm, unfortunately I could not reproduce the error. What version of Unity are you using, is BMT up-to-date?
    Can you please select the error message and make a screenshot of the whole console window like this:
    upload_2022-6-25_4-15-26.png
     
  44. ZooP

    ZooP

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    Hi guys, i published a new Asset.
    It's free and it goes great along with Building Maker Toolset.

    You can pick it up here and don't forget to give it a rating.
     
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  45. gentomeU

    gentomeU

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    Hello.

    Are there any differences between the tools in the "SewerBMT" and "BMT Building Maker Toolset" other than the models included?
    It looks like I can use the editor extension for SewerBMT alone, but does the "BMT Building Maker Toolset" have any features that "SewerBMT" does not?
     
  46. ZooP

    ZooP

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    Hi,
    no, apart from the models there are no differences.
     
  47. gentomeU

    gentomeU

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    Understood!
    Thanks for the reply!
     
  48. MrLW

    MrLW

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    Is there any way that BMT could support diagonal walls?
     
  49. ZooP

    ZooP

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    Yes, you can build diagonal walls, but you need to have appropriate corner models. the package only comes with 90 degree corner models, so you need to create your own.
     
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