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    Also can you please tell me what shaders or image effects are being used to transition to storms... i just bought the big environment pack and i cant use it with unistorm because if i import the standard assets that come with unistorm they overwrite the ones in the big environment pack and i get loads of errors, now if i dont import the ones with unistorm i end up getting that black skys bug probably because i have the wrong version of some image effect or shader your using from standard assets(stuff really should be renamed because it conflicts with other projects especially if your using different versions of standard assets.)
    Team Lead | Project Lead | Systems Designer and Programmer | Graphical Artist | and Scene Designer of Legacy Online Entertainment's Rise of Guardian's


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    Dito here, also waiting. Was actually planning on the big environments pack as well but decided to hold off a little. I am still struggling with performance problems as describe earlier as well as scaling the prefab. I read Efraser2007 feedback (very much appreciated). Once this new version is out I will pick this up again, would really like to start including the full weather inside the game so there is no retrofitting efforts later.....


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    I'm getting closer to releasing my game into a preview form (accounts are only available for kongregate, but i haven't released it yet)

    http://realdefinition.net/zombieopsonline/

    I'd like to be able to add the new 1.5 version in and i was just curious if youve got a ballpark, next week, next weekend, 2 weeks.


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    I haven't read all the posts in this thread, but it wasn't listed in the feature list: is it possible to define some colliders as a "shelter" (for example: the roof of the houses) so it doesn't rain in the house even if it is raining outside?
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    Quote Originally Posted by Efraser2007 View Post
    Also can you please tell me what shaders or image effects are being used to transition to storms... i just bought the big environment pack and i cant use it with unistorm because if i import the standard assets that come with unistorm they overwrite the ones in the big environment pack and i get loads of errors, now if i dont import the ones with unistorm i end up getting that black skys bug probably because i have the wrong version of some image effect or shader your using from standard assets(stuff really should be renamed because it conflicts with other projects especially if your using different versions of standard assets.)
    UniStorm uses Global Fog, Bloom, and the Sun Shafts effects. As for the standard assets folder, this is a bug within Unity. You cannot rename any of the image effects, doing so will cause all the image effect to error. We have tried and the results have been the same. There are just too many dependent names within all the scripts.

    A solution to all this is simple; you don't need image effects within the vegetation pack except for maybe the demo scene. What I would do is export the demo scene, or whatever you want that's within the pack, once you've exported this create a new project and import the Unity Package file you have created into it. When it has finished delete all the image effect folders or just the entire standard assets folder, I don't think the tree creator uses it. Once you are done export this scene again and make sure the image effects are not included with the import; since you deleted them form the project they shouldn't be. When finished, import the new tree pack into your project that's using UniStorm and you're done. You have all your assets and there are no complications with the image effects. We have used this in other similar situations and it has worked great. If you're having problems and you don't know how to fix them, I believe you can just re-import the image effects and this should also fix the problem.

    Quote Originally Posted by roots View Post
    Dito here, also waiting. Was actually planning on the big environments pack as well but decided to hold off a little. I am still struggling with performance problems as describe earlier as well as scaling the prefab. I read Efraser2007 feedback (very much appreciated). Once this new version is out I will pick this up again, would really like to start including the full weather inside the game so there is no retrofitting efforts later.....
    Solution is above for the image effects. As for your performance issues, if our demo scene works fine, then it's something you are doing scaling wise. For the fix, I would recommend not scaling UniStorm and just scale the clouds; as they are the only thing that require scaling. I think you are scaling something that shouldn't be scaled and that's what's causing this problem. Please try what I said above and let me know if it fixes it.

    Quote Originally Posted by tripknotix View Post
    I'm getting closer to releasing my game into a preview form (accounts are only available for kongregate, but i haven't released it yet)

    http://realdefinition.net/zombieopsonline/

    I'd like to be able to add the new 1.5 version in and i was just curious if youve got a ballpark, next week, next weekend, 2 weeks.
    We’re not exactly sure, but no more than a week. We have ran into an issue with the moon and rendering properly with the clouds because we are supporting Unity’s fog and Skyboxes. We have a solution, but it will take a couple days to get working flawlessly.

    Quote Originally Posted by davidgutierrezpalma View Post
    I haven't read all the posts in this thread, but it wasn't listed in the feature list: is it possible to define some colliders as a "shelter" (for example: the roof of the houses) so it doesn't rain in the house even if it is raining outside?
    What do you mean by colliders? UniStorm’s rain has collision detection so, if it collides with any object that has a collider, it will be stopped. If you were to go into a house with a roof the rain would not go through it. We are adding slashes for when the rain collides as of version 1.5.

    If you mean when the player changes scenes or a level, the fix is simple. You just disable the effects when the player hits a tag when they enter this certain room or collision. We have already written scripts for this a little while back. If you need them we will send them to or repost them.


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    Quote Originally Posted by Black Horizon Studios View Post
    What do you mean by colliders? UniStorm’s rain has collision detection so, if it collides with any object that has a collider, it will be stopped. If you were to go into a house with a roof the rain would not go through it. We are adding slashes for when the rain collides as of version 1.5.

    If you mean when the player changes scenes or a level, the fix is simple. You just disable the effects when the player hits a tag when they enter this certain room or collision. We have already written scripts for this a little while back. If you need them we will send them to or repost them.
    Ok, I can't talk too much about this project because of a NDA, but I will try to explain myself a little better: I will have huge outdoors levels with several houses distributed around the scene. When the character enters a house, he will continue in the same scene, but the house roof should prevent the rain from entering in the house even if it continues raining outside. In addition, I would like to see the rain outside if I look through a window. Is that possible with the current version of your product?
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    Quote Originally Posted by davidgutierrezpalma View Post
    Ok, I can't talk too much about this project because of a NDA, but I will try to explain myself a little better: I will have huge outdoors levels with several houses distributed around the scene. When the character enters a house, he will continue in the same scene, but the house roof should prevent the rain from entering in the house even if it continues raining outside. In addition, I would like to see the rain outside if I look through a window. Is that possible with the current version of your product?

    Yes, this is possible with the current version of UniStorm. Depending on how big the houses are, you may need to increase the spread of the rain though. All you have to do is increase the elipsoid of the rain particle which takes a second to do.


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    Thanks for your reply. According to your first post, your product will have all the features we need when it reaches the 1.6 release (I suppose you won't have an estimated release date yet, right?), so I will suggest my client to use your product instead of other competing products.
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    Quote Originally Posted by davidgutierrezpalma View Post
    Thanks for your reply. According to your first post, your product will have all the features we need when it reaches the 1.6 release (I suppose you won't have an estimated release date yet, right?), so I will suggest my client to use your product instead of other competing products.
    We will soon have a lot more time and will be working full force on UniStorm Version 1.6 soon after we release 1.5. As for a date I would say no more than a month for 1.6. We have a lot to accomplish with 1.6 some stuff never before seen in Unity so that's including development and coding time. Also, thanks hopefully you guys decide to go with us, I'm glad our system interests you.


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    Increasing chance of storm, thunder, and lightning

    I'm using Unistorm 1.4.

    What value should i set to 'lightning strike odds' to for maximum chance of storm, thunder, lightning?
    Any other values i can set to add even more chance of this?

    Flash Length. is this how many seconds lightning will flash for?
    e.g. a value of 2 is two seconds of lightning flashes?

    what effect do Min Intesity and Max Intensity have?
    (the settings under Lightning Strike Odds).

    For some reason, my daylight clouds have become quite dark.
    What are the different ways i can increase their brightness, without affecting the lighting of everything else in my scene?

    Thanks!
    Last edited by shwa; 05-14-2012 at 02:26 PM.


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    Quote Originally Posted by Black Horizon Studios View Post
    UniStorm uses Global Fog, Bloom, and the Sun Shafts effects. As for the standard assets folder, this is a bug within Unity. You cannot rename any of the image effects, doing so will cause all the image effect to error. We have tried and the results have been the same. There are just too many dependent names within all the scripts.

    A solution to all this is simple; you don't need image effects within the vegetation pack except for maybe the demo scene. What I would do is export the demo scene, or whatever you want that's within the pack, once you've exported this create a new project and import the Unity Package file you have created into it. When it has finished delete all the image effect folders or just the entire standard assets folder, I don't think the tree creator uses it. Once you are done export this scene again and make sure the image effects are not included with the import; since you deleted them form the project they shouldn't be. When finished, import the new tree pack into your project that's using UniStorm and you're done. You have all your assets and there are no complications with the image effects. We have used this in other similar situations and it has worked great. If you're having problems and you don't know how to fix them, I believe you can just re-import the image effects and this should also fix the problem.



    Solution is above for the image effects. As for your performance issues, if our demo scene works fine, then it's something you are doing scaling wise. For the fix, I would recommend not scaling UniStorm and just scale the clouds; as they are the only thing that require scaling. I think you are scaling something that shouldn't be scaled and that's what's causing this problem. Please try what I said above and let me know if it fixes it.



    We’re not exactly sure, but no more than a week. We have ran into an issue with the moon and rendering properly with the clouds because we are supporting Unity’s fog and Skyboxes. We have a solution, but it will take a couple days to get working flawlessly.



    What do you mean by colliders? UniStorm’s rain has collision detection so, if it collides with any object that has a collider, it will be stopped. If you were to go into a house with a roof the rain would not go through it. We are adding slashes for when the rain collides as of version 1.5.

    If you mean when the player changes scenes or a level, the fix is simple. You just disable the effects when the player hits a tag when they enter this certain room or collision. We have already written scripts for this a little while back. If you need them we will send them to or repost them.
    The pack im speaking of is the Big Environment Pack released by jacal, the pack uses extensive use of alot of the image effects to make the scenes look amazing, the issue is if i import unistorm into the same project and i include the standard assets that come with unistorm i get errors with one of the image effect scripts, now if i dont import the standard assets it works but it causes black skys when the system transitions from a regular sunny/cloud/night sky over to the storm sky, It seems like the image effects are of different versions or something because it should not throw an error about missing method stubs or properties if one image effect is imported over the same image effect already existing in the project if they are actually unmodified copies of the standard image effect scripts. I will try tonight the other way around, import unistorm first then try importing the environment pack and see if it causes problems that way.

    Also there seems to be an issue with the rotation of the sun during daytime when used with a terrain using a normal map shader, if i position my own directional light to the right angle the normal maps look great theres alot of detail but when using the default sunlight that is used in unistorm the normal map detail is very faint because the angle on the light isnt at the correct angle(this is coming from messing around with directional lights and the Advanced Terrain Shaders 2 package on the asset store which is free.) Any way around this?
    Last edited by Efraser2007; 05-14-2012 at 02:46 PM.
    Team Lead | Project Lead | Systems Designer and Programmer | Graphical Artist | and Scene Designer of Legacy Online Entertainment's Rise of Guardian's

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    Quote Originally Posted by shwa View Post
    I'm using Unistorm 1.4.

    What value should i set to 'lightning strike odds' to for maximum chance of storm, thunder, lightning?
    Any other values i can set to add even more chance of this?

    Flash Length. is this how many seconds lightning will flash for?
    e.g. a value of 2 is two seconds of lightning flashes?

    what effect do Min Intesity and Max Intensity have?
    (the settings under Lightning Strike Odds).

    For some reason, my daylight clouds have become quite dark.
    What are the different ways i can increase their brightness, without affecting the lighting of everything else in my scene?

    Thanks!
    The settings aren't based on seconds, it's an algorithm that is uncalculated so the numbers are set from numbers between .01 and 1; which was covered in the documentation I believe.

    The settings I would recommend would be:
    Flash Length at 0.72
    Lightning Strike Odds at .995
    Min Intensity at .5
    Max Intensity at .7

    After you have entered the above, tweak the settings further. For more lighting flashes I would set the Lightning Strike Odds at .95 that will give you lightning flashes more often, but keep the lightning flashes quick enough that they will be realistic.

    As for your clouds make sure that your clouds are using the vertexlit blended shader. There's no reason why your clouds should be dark if they're controlled by the sun light. All this will be fixed with 1.5 as we have written custom shaders for all each object in the sky making things blend and work much better. We are getting close so you guys won't have to wait too much longer.


    Quote Originally Posted by Efraser2007 View Post
    The pack im speaking of is the Big Environment Pack released by jacal, the pack uses extensive use of alot of the image effects to make the scenes look amazing, the issue is if i import unistorm into the same project and i include the standard assets that come with unistorm i get errors with one of the image effect scripts, now if i dont import the standard assets it works but it causes black skys when the system transitions from a regular sunny/cloud/night sky over to the storm sky, It seems like the image effects are of different versions or something because it should not throw an error about missing method stubs or properties if one image effect is imported over the same image effect already existing in the project if they are actually unmodified copies of the standard image effect scripts. I will try tonight the other way around, import unistorm first then try importing the environment pack and see if it causes problems that way.

    Also there seems to be an issue with the rotation of the sun during daytime when used with a terrain using a normal map shader, if i position my own directional light to the right angle the normal maps look great theres alot of detail but when using the default sunlight that is used in unistorm the normal map detail is very faint because the angle on the light isnt at the correct angle(this is coming from messing around with directional lights and the Advanced Terrain Shaders 2 package on the asset store which is free.) Any way around this?
    I know the pack you're talking about. If the pack uses the same image effects that are the standard pro effects than I don't understand why there are errors. I'm not sure why you're having problems and I don't have the pack so I can't recreate your problem and try to fix it. I think it has to do with whatever standard assets folder is imported into the project. If it's imported after then it replaces the current one that is in the project you import it into. You can replace the image effects that make the scene look good can't you? I know this is a pain, but I don't think it's our pack because others have had this problem with combining projects with other pack.

    The world's axis runs on quaternion rotations. It's somewhat complicated, but we will be researching a way to allow adjusting the angle of the sun while being controlled by quaternions. I don't know if it's possible to adjust the sun once it's locked in the quaternion rotations because this is what allows the sun to rotate continuously on a 360 degree axis without have having a "gimbal lock". We will figure out a way to make it adjustable though by the user though.

    Edit: Actually I came up with a clever algorithm to fix this after doing some reading and researching, it's not adjustable, but it works and angles the moon and sun similar to Skyrim's so it's not directly overhead. We will include this in the 1.5 update as well as the old one, so if anyone doesn't want to use this algorithm they can just comment it out.

    If you need it now though PM me and I will send the algorithm to you.


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    Quote Originally Posted by Black Horizon Studios View Post
    Edit: Actually I came up with a clever algorithm to fix this after doing some reading and researching, it's not adjustable, but it works and angles the moon and sun similar to Skyrim's so it's not directly overhead. We will include this in the 1.5 update as well as the old one, so if anyone doesn't want to use this algorithm they can just comment it out.
    I find that new algorithm very useful, but I think you should provide a checkbox (or an Enum) to allow the user select the desired algorithm in the inspector instead of asking your customers to comment part of your code out.
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    Tx for the info.

    Will we have more control over random weather/forecasts in version 1.5?

    I'd like to be able to set a weather playlist.
    That is either fixed, or allows me to control the range of randomness.

    eg. Right now, when i start with clear skies in the forecast (7),
    it basically stays clear most of the time. (A day is 1400 )

    I'd like to be able to set it, so after 2 real minutes (or every 3 or 4 minutes), a storm comes in for a minute, or for a random amount of time, but within a time range i can set. Same concept for other aspects of weather/environmental conditions. For me, this kind of control is important for the mood/feeling of what i'm working on. I imagine others would have use for this kind of thing in certain projects.

    In the meantime, are their variables/settings in the code that can be tweaked in version 1.4 to do what i've just written?


    thanks/

    shwa
    Last edited by shwa; 05-15-2012 at 03:53 AM.


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    Quote Originally Posted by Black Horizon Studios View Post
    The settings aren't based on seconds, it's an algorithm that is uncalculated so the numbers are set from numbers between .01 and 1; which was covered in the documentation I believe.

    The settings I would recommend would be:
    Flash Length at 0.72
    Lightning Strike Odds at .995
    Min Intensity at .5
    Max Intensity at .7

    After you have entered the above, tweak the settings further. For more lighting flashes I would set the Lightning Strike Odds at .95 that will give you lightning flashes more often, but keep the lightning flashes quick enough that they will be realistic.

    As for your clouds make sure that your clouds are using the vertexlit blended shader. There's no reason why your clouds should be dark if they're controlled by the sun light. All this will be fixed with 1.5 as we have written custom shaders for all each object in the sky making things blend and work much better. We are getting close so you guys won't have to wait too much longer.




    I know the pack you're talking about. If the pack uses the same image effects that are the standard pro effects than I don't understand why there are errors. I'm not sure why you're having problems and I don't have the pack so I can't recreate your problem and try to fix it. I think it has to do with whatever standard assets folder is imported into the project. If it's imported after then it replaces the current one that is in the project you import it into. You can replace the image effects that make the scene look good can't you? I know this is a pain, but I don't think it's our pack because others have had this problem with combining projects with other pack.

    The world's axis runs on quaternion rotations. It's somewhat complicated, but we will be researching a way to allow adjusting the angle of the sun while being controlled by quaternions. I don't know if it's possible to adjust the sun once it's locked in the quaternion rotations because this is what allows the sun to rotate continuously on a 360 degree axis without have having a "gimbal lock". We will figure out a way to make it adjustable though by the user though.

    Edit: Actually I came up with a clever algorithm to fix this after doing some reading and researching, it's not adjustable, but it works and angles the moon and sun similar to Skyrim's so it's not directly overhead. We will include this in the 1.5 update as well as the old one, so if anyone doesn't want to use this algorithm they can just comment it out.

    If you need it now though PM me and I will send the algorithm to you.
    Thanks a ton i really love my normal maps haha they add quite alot of detail
    Team Lead | Project Lead | Systems Designer and Programmer | Graphical Artist | and Scene Designer of Legacy Online Entertainment's Rise of Guardian's


  16. Posts
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    Sorry to be raising this performance problem but I still not able to use this essentially. My FPS drops from 150-200fps to 100-110 fps (just deactivate the unistorm runtime).

    I have a scene, drop in the unistorm prefab, added the player scripts and referenced them inside the unistorm master script. pretty vanilla, no scaling or other changes and still get this big hit on fps.

    If i run the demo scene i run this scene at approx 80 fps but when i disable the unistorm master script this also jumps to 130fps for me.

    What do other people have in the demo scene and toggle the unistorm master script (unistormsystem1.4)?

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    Quote Originally Posted by davidgutierrezpalma View Post
    I find that new algorithm very useful, but I think you should provide a checkbox (or an Enum) to allow the user select the desired algorithm in the inspector instead of asking your customers to comment part of your code out.
    You’re right, this would be an easier way. We will try to implement a way to have checkbox options for the sun’s axis alignment.


    Quote Originally Posted by shwa View Post
    Tx for the info.

    Will we have more control over random weather/forecasts in version 1.5?

    I'd like to be able to set a weather playlist.
    That is either fixed, or allows me to control the range of randomness.

    eg. Right now, when i start with clear skies in the forecast (7),
    it basically stays clear most of the time. (A day is 1400 )

    I'd like to be able to set it, so after 2 real minutes (or every 3 or 4 minutes), a storm comes in for a minute, or for a random amount of time, but within a time range i can set. Same concept for other aspects of weather/environmental conditions. For me, this kind of control is important for the mood/feeling of what i'm working on. I imagine others would have use for this kind of thing in certain projects.

    In the meantime, are their variables/settings in the code that can be tweaked in version 1.4 to do what i've just written?


    thanks/

    shwa
    I’m not sure if we will be able to modify our randomizing weather system to have set forecasts, but a simple way to do it would be to remove the weather randomizer. Once that is done you can make a function to change through each weather type by number every two minutes or so. I’m sorry I can’t be more help, but it is a dynamic weather system.

    What we do to test things is enable the GUI slider and remove the weather randomizer so we just manually set each weather type in the editor so we can get an idea of every weather type at all times of day.

    We’re you saying this for game creation or for actual game play? You can change the weather at any time.


    Quote Originally Posted by roots View Post
    Sorry to be raising this performance problem but I still not able to use this essentially. My FPS drops from 150-200fps to 100-110 fps (just deactivate the unistorm runtime).

    I have a scene, drop in the unistorm prefab, added the player scripts and referenced them inside the unistorm master script. pretty vanilla, no scaling or other changes and still get this big hit on fps.

    If i run the demo scene i run this scene at approx 80 fps but when i disable the unistorm master script this also jumps to 130fps for me.

    What do other people have in the demo scene and toggle the unistorm master script (unistormsystem1.4)?
    I’m sorry but we still haven’t had anyone with performance issues. Being one of the main people who created it and coded it, it uses virtually nothing because of the way it’s designed. We have run multiple profiler tests and it confirms this. No one has had this issue as far as I know. You could wait till 1.5 comes out and see if this fixes your issue.

    The fps in the editor are always jumping around so maybe it's coincidental? I tried exactly what you did and saw the same jumping fps and this is on a low to mid grade laptop. Whether it was disabled or enabled the frame rate was virtually the same. I do apologize for the issue, we will try and help get it running smoothly for you.

    Could you post the specs of your computer?


  18. Posts
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    Yes, so i decided to also postpone till the new version 1.5 and try fresh again. My laptop specs are Corei5 2.3 Ghz, 8 gig ram and basic intel on board graphics.

    Will keep this thread monitored and once the version 1.5 is out will do a update and try again. thanks


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    any update on 1.5 reaching the asset store?
    Team Lead | Project Lead | Systems Designer and Programmer | Graphical Artist | and Scene Designer of Legacy Online Entertainment's Rise of Guardian's

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    Quote Originally Posted by Efraser2007 View Post
    any update on 1.5 reaching the asset store?
    Yes, sorry we are trying to add some important updates and features that have been heavily requested and needed. It has taken a little bit longer than originally expected, but we have accomplished something that we have been trying to do for awhile.

    We are done with UniStorm, all we need to do is update the documentation and we're done. We should be submitting 1.5 within the next day or two.

    New Feature!
    The sun’s angle is now fully adjustable and controlled by the user’s input. This means the user can enter a number between -10 and 10, for the sun's angle in the editor, and UniStorm will follow this axis rotation.

    Example: 0 would be directly overhead, 3 would be angled more to the right, -3 would be the same angle but opposite on the left, and 10 would be closer to the horizon. Every angle is covered within the algorithm, all you have to do is choose your number. This can all be done from within the editor and can be done in play mode so the user can get the exact angle that looks best for their game.

    This opens up the opportunity for a future feature we would like to add which would allow the sun's angle to be changed based off the time of year. So, the sun in summer the sun would be more overhead than in winter or fall. The sun would have angles for each season. Of course this feature is still up in the air as we need to know who would be interested. Some users may like having full control over their sun.

    We need some feedback on automatic sun adjustment based on seasons.

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