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[Released] Modular Fantasy Town - Asset pack

Discussion in 'Assets and Asset Store' started by Elzean, Jun 3, 2017.

  1. Elzean

    Elzean

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    I had a small issues with the trees, some texture that were not setup correctly and was making the normal look weird. Anyway it's fixe so hopefully i can push this update soon.

    Does someone know how to get featured in the "new" category of Unity, they just pick whatever ?
     
  2. Elzean

    Elzean

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    About the tree problem i had, here is a scene i'm working for for a separate project. Some of the stuff in this screens are not from my pack (the flowers and smaller bushes)

    Here is before:
    upload_2017-7-30_17-45-4.png
    upload_2017-7-30_17-45-25.png


    and after:
    upload_2017-7-30_17-45-42.png
    upload_2017-7-30_17-45-49.png
     
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  3. Elzean

    Elzean

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    Something should be in the next update too:
    upload_2017-7-31_0-0-4.png

    Its for a forge and Its in 3 piece so you can make it taller.

    A new forge prefab will be added using this, i will try to show it soon :)
     
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  4. S4G4N

    S4G4N

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    I don't own the package, just keeping an eye on it for I like your style.
    What exactly did you change, sorry, I think I am missing something very obvious here :)
     
  5. Elzean

    Elzean

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    I'm using "cutom tree importer" which require the normal pack in a certain way. I'm using substance for my texture, i packed it correctly in substance and drag the texture from the substance directly into the material of CTI. Those substance texture have no import option, the problem was that this texture need "sRGB" option untick otherwise the normal would look weird. So i just had to export this texture from the substance and set the correct import option.

    The fix was easy it's just the "figuring out part" of why the tree looked wrong that was a little long :p
     
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  6. Elzean

    Elzean

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    Here is the forge prefab that is using the new chimney models :)
    upload_2017-7-31_11-45-17.png
     
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  7. Elzean

    Elzean

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    Demo scenes will now include volumetric lights using a free package, how to get it will be explain in the readme.

    Its subtle but here are some screens (previous screens in the forest are using it too):
    upload_2017-7-31_14-31-15.png
    upload_2017-7-31_14-31-56.png
     
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  8. Elzean

    Elzean

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    Here is a screen of the forge and trees in my other project:
     
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  9. S4G4N

    S4G4N

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    Hey @Elzean
    Really great looking results from your work, you good at what you do ;):)
    Cheers
    Cobus
     
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  10. Elzean

    Elzean

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    Thanks! It's always nice to hear when someone like my work :)
     
  11. Elzean

    Elzean

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    pics of all the asset (including 1.3) :)
    promotion2.jpg
     
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  12. Elzean

    Elzean

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    1.3 coming soon (hopefully if it's accepted :p)
    pine_trees_1_3.jpg
     
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  13. Elzean

    Elzean

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    Here another shot for the forge:
    forge_1_3.jpg
     
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  14. Elzean

    Elzean

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    v1.3 is now available! :)
     
  15. Elzean

    Elzean

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    Here is the patch note :)

    v1.3
    -added pine trees with lods compatible with unity terrain and wind
    -added forge chimney
    -added a forge house prefab
    -updated demo2 with some trees
    -updated "prefabs list" scene with the new models
    -added volumetric lighting to demo1 and demo2
    -fixed wall_3x3_04 uv
    -updated metal texture with a bit more details to it
    -adjusted some roughtness values in stone textures
    -added namespace for scripts


    Don't forget to read the "readme" there is some important info inside to enjoy the demos!
     
    Last edited: Aug 5, 2017
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  16. judah4

    judah4

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    Thank you for all the work you put into the package, it looks amazing!
     
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  17. Elzean

    Elzean

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  18. Elzean

    Elzean

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  19. Elzean

    Elzean

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    Small reminder, if you got the pack leaving a review would be great :)

    Thanks!
     
  20. Elzean

    Elzean

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  21. Elzean

    Elzean

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    i submitted a small bridge package that can complement the town pack. It will be a FREE asset when it's accepted :)

    s_01.JPG
    s_02.JPG
    s_03.JPG
     
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  22. Elzean

    Elzean

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    I'm still waiting for bridges approval, hope you guys enjoy the town pack and that you are able to make nice things with it :)
     
  23. Elzean

    Elzean

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  24. Cartoon-Mania

    Cartoon-Mania

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    Does it support mobile?
     
  25. Elzean

    Elzean

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    Hey i didnt test on mobile but the meshes are not high poly. The ones that are a bit high have LODs and i'm using atlases so in terms of meshes / materials it's optimized.

    Then you would have to be carefull about you lights, shadows and other things that can crush mobile performances :)

    Made be someone made some tests on mobile and could give some of the results he got ?
     
  26. Elzean

    Elzean

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  27. Elzean

    Elzean

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    I submited a small update v1.31 :

    -fixed UVs on "stone_wall_corner_3x3_02" (thanks @TheMessyCoder to notify me about it)
    -updated for Unity 2017.3.0
    -added step 5 and 6 in README
    -added IMPORTANT notes in README

    The trees seemed to have issues in 2017.3 and it should be fixed with this version.

    Also Have a look at the "IMPORTANT" notes in the README when the update is released, it's important for the scenes to look right :)
     
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  28. Elzean

    Elzean

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    v1.31 is now online :)
     
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  29. The_Darkwing_Duck

    The_Darkwing_Duck

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    The type or name space name 'Displace' could not be found error. I have imported everything required in the readme file.
     
  30. Elzean

    Elzean

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    I will have a look, do you have any more info like a file / line where this come from ?
    Also which version of Unity you are using ?
     
  31. Elzean

    Elzean

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    @The_Darkwing_Duck
    There is a "Displace.cs" class from "Standard Assets\Environment\Water\Water\Scripts" and this error would suggest you don't have it.

    Can you double check this ?
     
  32. The_Darkwing_Duck

    The_Darkwing_Duck

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    Thanks! Sorry to bother you... but there's something wrong with the collision, with the building s and walls. The floor is fine, do you know how to fix this?
     
  33. Elzean

    Elzean

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    Hey is this in the demo scene or when you build your own stuff? Those objects should have very simple collisions, i will have a look at the scene.

    Could you describe your problem with some more details? :)
     
  34. The_Darkwing_Duck

    The_Darkwing_Duck

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    Sure, So I am using the DemoScene Screenshot (13).png Screenshot (14).png Screenshot (15).png but with the walls of almost every building I go right through, or stutter through (This is me walking through the wall)
     
  35. Elzean

    Elzean

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    I build the demo scene before creating all the prefabs, so it's possible i didn't put colliders in the demo, but i think i did put colliders on the prefabs (i will have to check later).
    I could add colliders in the demo if it's an issue


    You may or may not need colliders depending on your game, but in general i put boxcollider on objects and when needed i put a meshcollider instead. (just click the object > in inspector "add compoenent" > choose a collider)

    Hope this help, let me know if you still need help. Also don't forget to build your light once so the scene doesn't look so dark :)
     
  36. The_Darkwing_Duck

    The_Darkwing_Duck

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    I understand that I can add the collider's myself, but

    a. there are many objects in which I need to put colliders, since i'm planning on using the whole map
    b. It should be changed for further inconvenience of other users. I paid $50 bucks for this, I would like to
    get my money's worth.

    Thanks!
     
  37. Elzean

    Elzean

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    Didn't understood that you wanted to use the demo scene, i can try to add the colliders, it might take a week or 2 to get the package ready and accepted.
     
  38. The_Darkwing_Duck

    The_Darkwing_Duck

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    I am a horrible map maker, which is why I didn't choose Gaea or other map makers. Thanks for the help. And I hope it will benefit many future users. :)
     
  39. Elzean

    Elzean

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    I checked the scene and the colliders are there, i saw 1 wall and a pillar without collider but that's not your issue.
    upload_2018-3-13_21-57-18.png





    Are you using the flycam that is in the scene to fly around ? (it was not made to collide with anything, i just provide it to fly in the scene easily it's not something related to gameplay) If you really need the flycam to collide you can try to add those:

    upload_2018-3-13_21-43-56.png


    You should also try with the FPS controller from Unity, the scene was not made to work with the FPS Controller especially but i was able to walk around the scene without much issues. Some place need adjustment for really smooth navigation with Unity FPS controller but that's kind of specific :p

    I will include the few issues i saw in my next update, but like i said i think your main problem come from your Character Controller.
     
  40. The_Darkwing_Duck

    The_Darkwing_Duck

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    I was using my character, and I just realized, it works fine for the character controller, still, an important note for the users.
     
  41. Pescu

    Pescu

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    Hello, first thanks for the beautiful asset.
    I just have a question, since the environments are created by many modular items, how can i merge them when i create the desired environment? Using the items with only parenting i have a lot of Draw call batching and lose a lot of frames.
     
  42. Elzean

    Elzean

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    Hey,

    the batching should do a good job at optimizing since lots of assets share the same material. Make sure to mark non movable piece as static. Another very important part is to calculate the occlusion culling in unity.

    If this is not enough you can try looking into 'combineMesh' with tools such as this:
    https://forum.unity.com/threads/mesh-combine-wizard-free-unity-tool-source-code.444483/
    (seems free but i didnt test that one)
    There is also a paid one named 'mesh baker'.

    There might be other things to improve with lighting or other stuff depending on your scene an requirement. You might need to have a look at the profiler to see what is the most expensive in your scene.

    Hope that help!
     
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  43. Pescu

    Pescu

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    Ohh, i completely forgot to put them static, thanks for the reply.
     
  44. peter_the_coder

    peter_the_coder

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    I just bought the package.. however, all prefabs are violet. I am using unity 2018.1.0f2
    Have also installed the Substance plugin.. but still, looks like all the "links" to the substance materials are broken.

    do you have an idea, how i can fix it ?

    if you need a screen shot from anything, just let me know from what ...

    thanks,
    Peter
     
  45. Elzean

    Elzean

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    Hi!

    Yes i'm aware of this issue with 2018 and substance. The Unity Store wasn't suppose to let you buy something made for Unity 2017 while using the 2018 version :/
    I didn't make a new package for Unity 2018 yet, when the substance is updated with the new substance plugin there is new materials being created, old ones don't exist and all connections are lost. I was hoping this would get fixed by the Substance team. I will try to see if i find a way or if i have to replace all the materials by hand.

    Sorry for this issue, i will be on it during this week (i don't have much free time those days) but hopefully i find a rapid solution.
     
  46. peter_the_coder

    peter_the_coder

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    yes.. i thought so.. just a pity, they changes so much with this release,
    mmhh.. in all the prefabs there are no materials assigned.. does it work, if i move the materials “manually” to all
    the prefabs? would it work ? maybe i just need a list, which prefab needs which material..
    well.. i have not checked it, if this would work..

    thanks for your time this weekend.. i know how sometimes i have a full program.. its okay, if we solve it next week..
    there other things i can concetrate on my game in the meantime.. ☺️
    i will use your village for a VR game..
     
  47. Elzean

    Elzean

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    Yes simply reassigning the materials should work. If you have an earlier version of Unity you could may be open the project in both versions to compare.

    Its still quiet a bit of work to reassign all...

    I will try to see if there is some easier ways to fix this.
     
  48. Elzean

    Elzean

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    While working on upgrading the package to be compatible with unity 2018 I made some new props:

    upload_2018-9-16_13-57-24.png

    upload_2018-9-16_14-6-57.png
     
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  49. Elzean

    Elzean

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    1.4 is submit, hopefully it will be accepted in a few days:

    !! IMPORTANT !! Upgrading from 1.31 to 1.4:
    I changed the way I'm using the substances, they are now a separate package and you can extract it and do different export if you want to. I generated default textures already, this is to avoid the various bug and upgrade issues with the substance plugin.
    This also mean i had to make new materials, so if you upgrade from a version earlier than 1.4 you may lose some material links, I HIGHLY SUGGEST YOU MAKE A COPY OF YOUR PROJECT BEFORE THE UPGRADE.


    v1.4
    -added compatibility with Unity 2018
    -substances are now a subpackage and all of them have been exported in 4k as tga textures
    -removed dependency to Water4
    -added a simple stylized water shader for demo scenes
    -added stone_wall_3x3_04
    -added roof_metal_deco_arrow_01, roof_metal_deco_arrow_02, roof_metal_deco_arrow_03, roof_metal_deco_arrow_04, roof_metal_deco_arrow_05
    -added roof_metal_deco_bar_01, roof_metal_deco_bar_02, roof_metal_deco_bar_03, roof_metal_deco_bar_04, roof_metal_deco_bar_05, roof_metal_deco_bar_06
    -added new shaders with POM and one with heightblend
    -updated demo scenes, with the new assets and materials
    -changed the demo scenes floors, making it with probuilder and vertex painting using the new shader with height blend
    -Updated README
     
  50. Elzean

    Elzean

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    The new default material use parallax, you can still easily use the standard unity material i use the same metal+smooth map to let it compatible:

    upload_2018-9-16_15-47-41.png

    upload_2018-9-16_15-50-35.png
     
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