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Rome: Truly AAA Quality Exterior Enviroment Pack for Unity

Discussion in 'Assets and Asset Store' started by QuantumTheory, Mar 1, 2016.

  1. shredingskin

    shredingskin

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    You mean like this ?
    Because I'm not seeing any other property.
    Also, putting the same input in the alpha than in the opacity mask does not work, any workarounds ?
     

    Attached Files:

  2. QuantumTheory

    QuantumTheory

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    I have a support message to Amplify. Their hdrp template doesn't support the depth offset we need.
     
  3. QuantumTheory

    QuantumTheory

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    Fortunately it's not a limitation of HDRP, just something they need to add on their end. I know it's a small line of text to add in regular shaders, so I'll see about entering it manually in these for now. Give me a little time.
     
  4. AtomicElbow

    AtomicElbow

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    Any update regarding HDRP?
     
  5. QuantumTheory

    QuantumTheory

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    Looks like the offset tag is working if i manually put it in the shader. I should be updating the packs today. Sit tight!
     
    shredingskin likes this.
  6. shredingskin

    shredingskin

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    Since you are updating it, also there are GUID conflicts between some shaders the 2 packages.
    If you import both some materials will have missing shaders.
     
  7. AtomicElbow

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    Hi, can you give some information when you will release support for HDRP? I don't want to stress you but it is better to know if there will be an update soon or if you plan do to it later.

    BR / Tomas
     
  8. Demostenes_cz

    Demostenes_cz

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    Would be possible to add some weathering for Rome 2? We have build HUGE city from Rome 1 and Rome 2 pack (cca 100 buildings) and it looks great. Problem is, that is looks too perfect. Decals could be solution, but in our case it would mean tens of thousands of it, so far better solution would be to weather basic textures somehow.
    Also i would suggest some roof mesh refactoring, in reality it is not much usable. If you built house, roof has 90 percent of its polygons (in average 300k for house). We are now using lower LODs only, but better solution would be parallax/displacement material. Thanks!
     
  9. keeponshading

    keeponshading

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    Hi. What is the fastest way to replace all BuiltInRP Shaders with the HDRP ones.
    I imported Rome II into an empty HDRP 7.1.5 Unity 2019.3.0f1 project.
    The Convert Materials to High Definition Material function did a run too.

    Only these objects got an render because who are auto converted to and HDRP Lit.

    Unbenannt.JPG

    Then i tried to replace the Amplify Shaders through the HDRP Amplify Shaders with the same name.
    This is not working because of an "WorldTangent" Shader error.

    Unbenannt.JPG

    I also imported Substance and Amplify Shader Assets (and HDRP Amplify package).
    Do you have some tips?
     
    Last edited: Dec 10, 2019
  10. shredingskin

    shredingskin

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    I've updated the shaders myself and could share them, but I'm not sure if I'm allowed to.
    If @QuantumTheory gives me the greenlight I can post them.

    EDIT: Also if you have amplify shader and have the latest version of the template, just open the shader, reselect HDRP>lit and recompile (look if all the output nodes are connected).
    That should fix the error.
     
    Last edited: Dec 13, 2019
    hopeful and keeponshading like this.
  11. keeponshading

    keeponshading

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  12. LandPlanOS

    LandPlanOS

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    Hi Pete,

    I tried to use Your asset (rome 2) for a mobile App but ran into problems.
    Is there a good way to use this package for mobile Apps?
    Any hind is welcome.

    Best Regards
    Stefan
     
  13. Teila

    Teila

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  14. LandPlanOS

    LandPlanOS

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  15. Teila

    Teila

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    Cannot speak for Peter, but as far as I know he is not making assets for Unity anymore.
     
  16. LandPlanOS

    LandPlanOS

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    I understand. Thx
     
  17. Imperatoss

    Imperatoss

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    Hi, how do i setup the HDRP package correctly? all materials appear pink (error shader)
     
  18. QuantumTheory

    QuantumTheory

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    Unity's forum notification is lousy!

    @Imperatoss Once you've setup HDRP, you have to manually switch to the appropriate HDRP shader in the material. HDRP shaders should be in a package file in the /shaders folder. Then, all the shaders have the same name, but then organized in a separate folder per rendering pipeline. Just select the pink material and choose the HDRP version of that shader that is displayed.
     
    Imperatoss and S4G4N like this.
  19. chgeorgiadis

    chgeorgiadis

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    Hello, great work btw.
    I am trying to move port my project to hdrp but I m having a problem with the decals. Should I be using the decal projector for those?

    Edit:

    Nevermind I was just daunted by the shader stuff, but it seemed to be really easy to copy everything for hdrp, however do you have any idea if using decal projector is more performant over using the current decal setup?
     
    Last edited: Mar 23, 2020
  20. QuantumTheory

    QuantumTheory

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    @chgeorgiadis I don't have any metrics so it's hard to say. However, a projector blends translucent on surfaces if I recall correctly. If you want a true opaque decal, rely on the included shader!
     
  21. shredingskin

    shredingskin

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    @QuantumTheory do you mind if I post the shaders I converted to HDRP ?
    It's basically the same ones, but they overwrite the old ones so you don't have to manually change them one by one.
    I don't think I've converted them all, but I did the ones for decals.
    Also, for the future, it's easier to put the HDRP materials inside the package, so you just need to import it and be ready to go.
    Great to know it still has support, some of the best work on the assetstore !
     
  22. QuantumTheory

    QuantumTheory

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    @shredingskin Are you talking about posting the materials or the shaders?
     
  23. shredingskin

    shredingskin

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    The shaders only (they have the same GUID as the original shaders, so it'll replace them).
    I can PM those to you if you want to see them (they are the same as the old ones, but updated with amplify for HDRP 7.2.1).
     
  24. QuantumTheory

    QuantumTheory

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  25. shredingskin

    shredingskin

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    Email sent.
     
  26. QuantumTheory

    QuantumTheory

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    Ok folks, here's the state of things:

    I'm fixing it. :)

     
    Last edited: Apr 22, 2020
    hopeful likes this.
  27. Demostenes_cz

    Demostenes_cz

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    This is exacly reason, why custom shaders should by avoid at any cost for any assets, especially on Unity. Better to have little bit lower quality in some cases, than support hell. If anybody wants custom shader, he should implement it by himself.

    We are using your assets with standard shaders our engine provides. And there is really no need to make anything custom.
     
  28. shredingskin

    shredingskin

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    I did convert a couple of the shaders to Shadergraph, but I have no Fking clue how POM works in shadergraph.
    Unity has been in a weird transitional state for the last 2 years (and honestly with no end in sight), and an engine revamp was meant to happen at some point sooner or later.
    As mostly a designer I understand the pain of having custom shaders, and those are mostly from the asset store you get tons of stuff that at the end of the day you will end up needing to clean them up or tweak them for your project.
    Rome shaders work as well using the unity standard shader, you won't get some of the age maps and height, but if you don't care about those is just about the same (hell, there are still AAA games that just use albedo and normals).
    In UE it's basically the same, shaders are master materials which you have different instances of them.
    Unity has been having both shaderforge and Amplify for a long time, now they got into the game most 3D engines and modelling software has.
    If I figure out how POM works, I'll convert the shaders.
     
  29. Demostenes_cz

    Demostenes_cz

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    True, this is reason why we left Unity. Best decision we could make, we are developing much much faster than before. Products trying to do everything are doing nothing well at the end. Plus it is always bug hell.

    My point was, that you shouldnt do custom shaders as content provider. Leave this to customers, it will save your sanity :)
     
  30. QuantumTheory

    QuantumTheory

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    ..and time! Yes, I know that now.
     
  31. QuantumTheory

    QuantumTheory

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    Update on this. No one has been willing to take up the work so I will make it my top priority to fix this silliness once and for all!
     
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  32. SorraTheOrc

    SorraTheOrc

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    I just installed Rome I in a new 2019.3 project and I'm getting a bunch of missing scripts in the demo scene.

    I fixed the Post Processing bug (it loses all PP settings on import, fixed by removing and re-adding the PP layer on the camera). I also basked lighting. These are likely unrelated but I share "just in case"

    There are no errors or warnings (after PP errors fixed) until I hit play. Then I get 106 warnings (no errors). Almost all are related to missing scripts on reflection probes, e.g.:

    ```The referenced script on this Behaviour (Game Object 'Reflection Probe (16)') is missing!```

    There are 4 others that look identical, but are from different objects in the scene (i.e. same name, different object)

    ```
    Mesh 'I_Floor12x18_C' has more materials (4) than subsets (3)
    UnityEditor.Build.BuildPipelineInterfaces:OnSceneProcess(Scene, BuildReport)
    ```

    The scene plays, these are just warnings.
     
  33. QuantumTheory

    QuantumTheory

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  34. QuantumTheory

    QuantumTheory

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    I'm only getting 12 warnings on play. But I know what these were. You can safely ignore them. I'll clean it up for next release.
     
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  35. QuantumTheory

    QuantumTheory

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    Packs I and II are now updated with some fixes. Each pack now comes with an editor script that will automatically convert all materials using my custom shaders to HDRP variants. For anything else using Standard shader, the typical HDRP Wizard utility will do.

    To get to the script, goto Window->Quantum Theory->Convert to HDRP

    As a result, I've removed support for previous versions as HDRP requires tons of shader permutations across versions. I simply don't have the time to support every old version of HDRP.

    Let me know if you guys have issues.
     
  36. clintonholder

    clintonholder

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    I thought in one of the videos you mentioned interiors being done but not implemented yet. I also read in the asset store description you could create interiors but Rome looks like a completely exterior pack now that I've purchased. Are there interiors that I missed or is that a lost cause since I'm just finding out you are not producing Unity content any longer?
     
  37. QuantumTheory

    QuantumTheory

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    Interiors are done in Pack 2, not Pack 1. Did you mean to purchase pack 2?
     
  38. nomax5

    nomax5

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    Hi Pete,
    Finally got Rome 1... I got Rome 2 in a previous sale, 2018 I think.
    It's not that I don't the they're worth the money, I have to concentrate on making my game
    and not get side tracked with lovely graphics.

    What I am trying to do...

    Get Rome 1 & 2 installed so that the demos work and look nice
    Then Start making some small scenes and learning how to use the asset
    I'm not bothered about performance at this stage.

    What I have done so far
    So loaded Rome 1 and 2 into a 2019.3.6 version of Unity
    Followed your canvas instructions
    Set project to Linear Color Space
    Installed Postprocessing
    Restarted the project
    Built the lighting
    installed Polybrush from package manager (not asset store btw)
    I've not done HDRP I'm using the default realtime lighting ( I hate baking )

    Warnings
    144 warnings
    Mostly The referenced script on this Behaviour (Game Object '#Reflection Probe (8)') is missing!
    on every reflection probe.
    Also SackA is having issues
    Couldn't create a Convex Mesh from source mesh "SackA" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
    and RockB is the same
    I can "sack off" sackA and delete RockB it's no biggie

    The there is a bunch of...
    Assets/Quantum Theory/Rome/SBSARs/Floor_MarbleChecker.sbsar: Built-in support for Substance Designer materials has been removed from Unity. To continue using Substance Designer materials, you will need to install Allegorithmic's external importer from the Asset Store.

    I've done a video to show what is happening with the decals

    Please note the quality looks poor because I squished the video down to 45mb then Youtube did it's destruction
    Also my old GTX970 is a bit small for a 2k screen - The asset it looks really nice in real life.

    So Pete, any ideas on what I've failed to do?

    cheers
    Roy
     
  39. QuantumTheory

    QuantumTheory

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    Hi Roy,

    The warnings can be ignored for now. I'm cleaning up the referenced script issues. The Substance warnings are a Unity thing. I can pack the SBSARs up into a .package file so the warnings won't bother anyone any longer.

    Strange. SackA and the Rock are pretty low poly as it is. *shrug* I'll look into it.

    The decals being grey is concerning. If you select one, what information is displayed in the material?
     
  40. nomax5

    nomax5

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    I've been going through fixing them They've just got the standard shader and no materials, I'll tell you what I'll do... I reninstall then I can tell you exactly. br right back
     
  41. nomax5

    nomax5

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    I was trying to re-create the problem becuase I can imagine how difficult it is to put yourself in the users shoes
    But I can't recreate the problem I've reinstalled and redone the light bake and it's all working now
    One thing I did notice though:

    The instructions said Delete "Canvas" to remove this message.
    Everything is in one folder so I searched for canvas and deleted both of them including the Help
     
  42. QuantumTheory

    QuantumTheory

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    Welcome to Unity! :D

    Deleting all the canvas objects is fine. They are just used to show tips and messages in the demo scene.
     
  43. QuantumTheory

    QuantumTheory

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    Just a heads up.

    Polybrush is located in the package manager. If you want to do your own vertex painting on the decals, that's what you want.
     
  44. jammer42777

    jammer42777

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    Not a technical question, but has anyone attempted a mid evil project with this kit?
     
  45. nomax5

    nomax5

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    I'm doing a futuristic game with it, I suppose it's like Rome meets Westworld sort of.
    Currently on my left screen I have pictures of Tuscany
    On the middle screen I have Vetegation Studio + Rome Packs + meadow environment
    On the right screen I have WTF do I do help google search video anything?
    in the middle is me scratching my head and looking confused

    Loving it lol..
     
    Last edited: May 2, 2020
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  46. QuantumTheory

    QuantumTheory

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    Post some screenshots of that!
     
  47. nomax5

    nomax5

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    I will when I get it done I'm going around a massive learning curve atm.
    Hey I Recreated and figured the problem with the Decals !!!




    There are Duplicate Textures 3 of them as far as I can tell
    Decals_Hay
    Decals_Concrete
    Decals_BrickStacked

    The decals using the standard shader don't look as nice..
     

    Attached Files:

  48. QuantumTheory

    QuantumTheory

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    Hmm looks like a simple issue. I'll check both packs for the offending material. Thanks!
     
  49. camta005

    camta005

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    I've been thinking about getting Rome 1 but have just noticed on the store page that it lists the supported Unity version as 2019.3 or higher. This asset has been around for a few years and it seems odd that older versions of Unity aren't supported. I'm using 2018.4 LTS with the built-in renderer.
     
  50. QuantumTheory

    QuantumTheory

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    Yes, I removed the old version because many customers are asking for HDRP support which is incredibly fragmented across Unity versions and is painful to support. I simply lack the resources to support older versions of Unity, then their iterations of HDRP.