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Urban Construction Pack - Released!

Discussion in 'Assets and Asset Store' started by QuantumTheory, Apr 15, 2013.

  1. QuantumTheory

    QuantumTheory

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  2. QuantumTheory

    QuantumTheory

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    Now available for 95$ (was 150$) in the asset store!
     
  3. TomEnokR

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    So I just purchased this asset, and I'm quite impressed. There's a lot of great thinking that went into this pack. Are you able to transition UP to an elevated road with this pack? In other words, can I create a road that is on ground level, and have it 'ramp up' to the bridge? I'm not seeing any assets or examples for that. It doesn't make a lot of sense to have a bridge in your level that the player cannot access, unless it is purely for aesthetics.

    Thanks in advance for your response.
     
  4. QuantumTheory

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    There is a large ramp, and also a single-lane off-ramp located in the Bridges folder. The large ramp is also used in the demo scene.

    Thanks for your support!
     
  5. TomEnokR

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    Yeah. I actually found it right after I posted this review. Thanks. I've been able to build an entire city block in less than an hour. Really nice set of tools. The vertex snap and transform tools make it simple and quick to use.



    I sent you an email regarding a 'wish list', but I'll just post it here for others to chime in.

    Would love to see:

    1. Small, specialized buildings like gas stations, convenience stores, single family dwellings, etc.

    2. Additional 'texture packs' to increase the variety of the building types.

    3. Winding ramps (to build parking-garage type multi-tiered roads)

    I would certainly buy these in a separate pack.
     
  6. MrEsquire

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    What is in the latest update, the 1.5a?
    Anything specific?
     
  7. QuantumTheory

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    Today's update is just to drop the price for the sale. No package content has changed.
     
  8. gecko

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    Just got this. Very impressive. The worn sidewalk textures are great, but are you still planning to add a damaged version of the architecture atlas (mentioned on the first page of this thread)?
     
  9. Rico21745

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    +1 for damaged atlas. It would help me heaps! Currently I like the package but it clashes a bit too much with my look and feel, too clean.
     
  10. gecko

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    I'm trying to create LOD versions of some buildings from this pack, using Cruncher....which has always worked great on past projects, but on these models, it only makes a very small reduction in polygons (5%). Any idea why that might be? And do you plan to add LOD versions to the pack? It would be a huge help.

    thanks
    Dave
     
  11. QuantumTheory

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    The reduction is small because they're already pretty optimized as-is. I don't think LOD versions would help much unless you're targeting the very very low-end of mobile hardware. The mobile demo scene runs around 20-25fps on a generation 1 ipad.
     
  12. gecko

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    Yeah, I need LODs for distant views, without window details etc. -- most buildings could certainly have 50-100 tri versions I'll try to hack something together.

    Any plans for a damaged version of the building textures?
     
  13. QuantumTheory

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    Hmmm.. All that you would need are the first floor low poly versions as there are upper floor variants that are planar already.

    And yes, a damaged set of textures is planned. It got reprioritized with the success of PolyWorld though.
     
  14. QuantumTheory

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  15. hopeful

    hopeful

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    Just curious if damaged textures are still on the list of things to do ...? :)
     
  16. likesme08

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    hello QT im using your unity asset package, and i having a trouble in how to work with the traffic light, can please help me with my game ....
     
  17. QuantumTheory

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    Sure. Email support@qt-ent.com with your invoice number to verify purchase.
     
  18. AndersMalmgren

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    There is a custom shader in this package giving strange results on Unity 5.5

    The shadows and brightness is way off
    upload_2017-1-4_2-54-1.png

    You can clearly see the difference when it switches to standard shader and it looks like it should
    upload_2017-1-4_2-55-7.png

    Also there is some warnings in the console
     
  19. QuantumTheory

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    5.5 seems to have broke some things. I'll have a fix tomorrow!

    Thanks and sorry for the inconvenience!
     
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  20. AndersMalmgren

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  21. AndersMalmgren

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    I'm now on 5.5p3 same thing.
     
  22. AndersMalmgren

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    Its a combination of Unity 5.5, the road shader and mixed mode directional light

    Here with mixed mode, the little road piece in foreground is correct with standard shader. The large road piece with custom shader is wrong
    upload_2017-1-4_16-3-38.png

    Here with mixed mode disabled (No solution for us since we need mixed mode for shadows on players and dynamic items)
    upload_2017-1-4_16-5-18.png
     
  23. AndersMalmgren

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    I got a new shader from Author, great support!

     
  24. QuantumTheory

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    For those reading, I made a new shader that fixes the problem. @AndersMalmgren verified it worked, so I'll update the pack in the store shortly.
     
  25. AndersMalmgren

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    Hey everyone, can someone tell me why the lightmaps turn out like this for the stairs?

    upload_2017-1-6_17-15-33.png
     
  26. QuantumTheory

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    That's using the standard shader, so I'm not sure what would cause it other than Unity issues. Just a side note though: you're using a patch build (5.5.0p3)which should never be used unless it has vital fixes that are necessary for your project.
     
  27. AndersMalmgren

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    It has, there are oclussion portal issues in the standard build, so anyone using portals (Which game does not?) need to run p2 or p3

    edit: Yeah, I know its the standard shader, just wondered if anyone knew what it could be
     
  28. AndersMalmgren

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    Hey, we cant have the stairs like that anymore so I looked at this again. Its a problem with your UV2 i think. This is with your UV2

    upload_2017-4-26_18-54-45.png

    This is with generated UV, not perfect but a lot better

    upload_2017-4-26_18-55-22.png
     
  29. QuantumTheory

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    What is your question?
     
  30. AndersMalmgren

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    You need to look at your lightmap UVs etc, something is clearly wrong. I can send you a project that reproduce if you want
     
  31. QuantumTheory

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    Ok. I'll reexport the fbx files and update the pack. It should go live by the weekend. Ill post here when it's ready
     
  32. AndersMalmgren

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    Cool, hope you can nail whats going on with that lightmap UV. Thanks
     
  33. QuantumTheory

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    Those uv2's were indeed messed up. I verified the fix and just submitted to the store. It should be live in an hour or so.
     
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  34. AndersMalmgren

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    Hi, been busy with other aspects of the game but updated the package yesterday and it works the UVs now looks good, the stairs do not tile 100% but its another story. Thanks for the update!
     
  35. AndersMalmgren

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    Hey. We are working on a custom internal version of one your building. A business opportunity for you could be create a new package with internal versions of your buildings. :D



     
  36. hopeful

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    I was just revisiting this pack to see if I could get it working within Dungeon Architect, and right away I noticed that some of the signage is blurry. Apparently these are packed into a single 1024 texture. I don't remember blurriness on textures being an issue before, so I doubt it is a limitation of the original art. I'm wondering if maybe these could be re-packaged with a 4096 or 2048 texture, or if maybe there is some other solution? Naturally, we all like HQ textures that we can scale down ourselves as needed. ;)

    The speed limit sign, for instance, is very blurry.

     
  37. AndersMalmgren

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    @QuantumTheory Hi.

    There is a problem with package in 2017.2f3
    This piece is imessive all of the sudden
     
  38. AndersMalmgren

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  39. QuantumTheory

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    I'll take a look at this wednesday. Thanks!
     
  40. AndersMalmgren

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    Just to be clear, this is baked lighting in Shadowmask mode. Realtiem GI disabled
     
  41. QuantumTheory

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    Ah ok I see what's happening. If you turn on the display mode to look at the light map UVs, you'll see that mesh and the bridge above it have super low res lightmap UVs. Go into the inspector of that gameobject in the scene. The "Scale in Lightmap" has been overridden to 0.01 which must've been an accident on my part. Set it back to 1 and things will light correctly again. I tested it and it works!
     
  42. AndersMalmgren

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    I have actually scaled down ligtmaps myself to 0.1 at some places that do not need highres maps, but 0.01 seems abit low :D Will look tonight, thanks. Strange it worked in Unity 5.5
     
  43. QuantumTheory

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    Remember, that's only 1% of the resolution set in the lighting window. Basically, a pixel in the lightmap would probably be as big as a city block.. ;)

    Instead of doing that in the mesh renderer, create your own lightmap parameters file and reference that in the mesh instead.
     
    Last edited: Nov 3, 2017
  44. AndersMalmgren

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    No I have used 0.1 thats 10% I only use it at places were the object is completely in light or completely in dark and in a distance so player cant see it up close. But you have used 0.01 you say? Will look at it when I get home
     
  45. AndersMalmgren

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    Ok, changing to 0.1 from 0.01 did it! Thanks!

    upload_2017-11-3_21-51-19.png
     
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  46. AndersMalmgren

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    Hi, upgrading to 2018.1 gives shader errors

    Shader error in 'QuantumTheory/UCP-TrafficLight': syntax error: unexpected token ';' at line 275 (on d3d11)
    Compiling Vertex program with UNITY_PASS_FORWARDADD POINT LIGHTMAP_OFF DIRLIGHTMAP_OFF DYNAMICLIGHTMAP_OFF
    Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHTMAP_RGBM_ENCODING
     
  47. AndersMalmgren

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  48. hopeful

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    I don't want to speak for @QuantumTheory, but in another thread of his he mentioned moving on to other work in the industry. You might want to hit him up on his support email.
     
  49. AndersMalmgren

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    Allright will test the support mail, thanks
     
  50. QuantumTheory

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    Sorry for the late forum response. Yes, the issue has been resolved and the pack has been tested and updated to 2018
     
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