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Decal Framework 1.1 with Bloody Decals (Fluid)

Discussion in 'Made With Unity' started by Frameshift, Jun 10, 2010.

  1. chadchat

    chadchat

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    Is it possible to change the color of the "D" rendered in the scene view?
     
  2. Frameshift

    Frameshift

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    Yes! There is answer in User Manual. You need rewrite the file "DecalIcon" in Gizmos folder. (Name the file must be tha same).
     
  3. chadchat

    chadchat

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    Ah! Thx. I'm reading the manual now, just hadn't got to the gizmo section. my bad.
     
  4. Frameshift

    Frameshift

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    NP! :)
     
  5. chadchat

    chadchat

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  6. Deleted User

    Deleted User

    Guest

    wow sad..
    I dropped what I was doing, wasted my time downloading the decal system and everything as well as importing to my project, and when I tried to run it - Bam! Asks for activation key which costs over 30 pounds..

    Maybe next time you should say that it's not free instead of misleading people and wasting their time? :cry:
     
  7. TwiiK

    TwiiK

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    I amazes me how you thought it was free and then complain here about having wasted your time.

    Some of it is free though:
    The rest costs money, albeit just a tiny bit of money for what you're getting.
     
  8. Frameshift

    Frameshift

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  9. Frameshift

    Frameshift

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    For free using of DYNAMIC AND DYNAMIC SKINNED OR BLOODY DECALS YOU NEED : create decal, then setup it in you scene, then save decal as PREFAB, then use it in you code for creating dynamic decals! You can use any count of decals(prefabs) in scripting, but only 3 static decasl per scene!
     
  10. Frameshift

    Frameshift

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    Decal Framework 1.1 Released !

    Changes :

    * Added support for fluid (bloody) decals
    * Bugfixes

    Fluid decals is free for everybody like dynamic decals.Pro only feature!


     
  11. Deleted User

    Deleted User

    Guest

    oh, my bad, sorry.. :)

    But how do I use it? When I tried putting the plugins and everything in my project, it asks me to enter activation number :eek:
     
  12. Frameshift

    Frameshift

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    Keep using it, don't look at this message, just close message box!
     
  13. Deleted User

    Deleted User

    Guest

    But it doesn't allow me to use the editor menu, or I don't need to use it?
    When I click on the custom editor menu which is created, there are 2 options - About and Activate.
     
  14. Frameshift

    Frameshift

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    READ MANUAL ABOUT HOW TO CREATE DECAL!
     
  15. mrbdrm

    mrbdrm

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    lol
    i guess he is a kid :)
    easy on him
     
  16. chadchat

    chadchat

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    Sweet update to Decals.

    The Skype interruptions in your video are hilarious.
     
  17. Frameshift

    Frameshift

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    Yeah! :D
     
  18. 10polarbears

    10polarbears

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    Is there going to be more instructions added to the user manual?

    I have been trying replicate the demo scene and can't for the life of me get it working.

    No with problem with the static decals because of the User Manual.
    Consuming huge amounts of time trying to create flying blood and bullet holes in walls etc.
     
  19. Frameshift

    Frameshift

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    I am not understand what is the problem, there is only two type of functions for dynamic decals, and this functions has examples and descriptions in scripting manual.
     
  20. 10polarbears

    10polarbears

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    I am not understanding how to apply these two functions. There is a lot more to it than just adding a single script. Or so it appears. When I apply the scripts provided in the demo to another file the bullet holes for example only appear after a certain object is blown up first. Then they only appear for a few seconds never to return.

    That means I am not setting up all of the elements properly. I don't really understand how to set it up properly.
     
  21. 08/15

    08/15

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    Hi This is amazing. Really good work !!

    OK I use the free version and my goal is to draw bullet marks.

    I tried to follow this instructions but it seem that I´m too stupid. So some tips would be great. I made Decal Type and if I drag this into my scene everything works right. Then I wrote a script, with this schript I instantiate the prefab at the impact point of a raycast. My problem is that in the game I can add the prefab but this prefab is broken.

    I hope this is the right place to ask, if not let me know.
    thanks 08/15
    bad english, I know !!
     
  22. Frameshift

    Frameshift

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    You do not need to do the instance, you need to pass prefab(reference, not instance) in function DecalCreator.CreateDecalMesh(..), when you will get decal mesh, you need to pass this mesh and decal type (reference, not instance) into DecalCreator.CreateDecalObject(..). Functions just use setups from DecalType class.

    Take a look at the Decal Demo Project. Class InGameDecalTest!
     
  23. 08/15

    08/15

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    Hi
    thank you for the fast reply !!!!!
    I downloaded the Decal Demo Project. I didn´t noticed that there is a Demo Project.
    I think, that with this help I will be able to get it working.

    EDIT : just looked at the Demo. It´s great !!
     
  24. Frameshift

    Frameshift

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    OK! Very good!
     
  25. hajasal_sk

    hajasal_sk

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    Would this system be suitable for doing footprints?
     
  26. Frameshift

    Frameshift

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    Take a look at demo scene. Robot makes footprints
     
  27. hajasal_sk

    hajasal_sk

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    Thanks... I don't know how I missed that. What a great addition to Unity!
     
  28. 08/15

    08/15

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    Ok
    I have a small question.
    I now have some nice bullet marks, and I saw that they are all rotated in different ways. That is no problem, but I´m interestet on what it depends on how they are rotated. I use the Script from the Demo Project
    I´m not that good in coding, so maybe someone can help me.

    Thanks 08/15
     
  29. Frameshift

    Frameshift

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    They rotated randomly, if you need to control of their rotation you need use worldUpVector in func params
     
  30. 08/15

    08/15

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    OK thanks.
     
  31. stevets

    stevets

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    Hi,
    I purchased the software and entered the authorization code. A popup claims the authorization was accepted. But,everytime I try to instantiate a prefab, an authorization window still pops up.

    I run Unity 2.6 in administration mode. My OS is Vista 64bit.
    Is there another way to install the license?

    Also, can I install the software on two computers? Unity allows this which lets me work on my laptop when I am not at my desktop.

    Thanks,
    Steve
     
  32. Frameshift

    Frameshift

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    I will try to help you in near future. License works only per one machine.
     
  33. chadchat

    chadchat

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    You guys working on a Unity3 update?
     
  34. Frameshift

    Frameshift

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    Framework for 3 will be when Unity 3 official will be released.
     
  35. chadchat

    chadchat

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    Great news!
     
  36. stevets

    stevets

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    Thanks for the response and quick help to resolve the problem.

    Steve
     
  37. vosky

    vosky

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    So, I can use dynamic decals for free in commercial project?

    Thanks
     
  38. Frameshift

    Frameshift

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    Yes you can!
     
  39. zelk

    zelk

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    WOW! A must-have!

    *ordering*...
     
  40. Broken-Toy

    Broken-Toy

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    Any news on the Unity 3 update?
     
  41. batonrye

    batonrye

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    Fantastic work.

    One quick question: The site lists support for Mac- is there anything preventing your framework from being used in iPhone unity projects as well?
     
  42. ivkoni

    ivkoni

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    same question?
     
  43. Frameshift

    Frameshift

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    Decal Framework for Unity 3 Updated!
     
  44. ivkoni

    ivkoni

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    Sweet! Thank you sir!
     
  45. ithaqua

    ithaqua

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    The download link has been saying "error" for two days now. Is there any problem?
     
  46. supercheese

    supercheese

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    Hello!

    I saw this a few months ago, and when I saw the fluid decals, I really loved it! Would you be able to post a demo scene with the fluid decals in it?

    Thanks,

    Super Cheese
     
  47. Hans

    Hans

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    Hello
    tried to purchase the above but got to the end and it dosent give me nothing, no d/l link a blank page.
    please help

    Thanks

    Hans
    PS: if my CC gets deducted from your unseen sale and i have NOT got the Product - there will be trouble.
     
    Last edited: Oct 29, 2010
  48. ivkoni

    ivkoni

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    Same problem here
     
  49. CaptainKiyaku

    CaptainKiyaku

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    Hi i have a problem creating a decal that can wrap around corners ingame.

    I use the code from the 1.1 manual and my version looks like this:

    Code (csharp):
    1.  
    2. Collider[] cols = Physics.OverlapSphere(transform.position, 0.3f);
    3.  
    4. Debug.Log(cols.Length); // Returns something > 0 so it actually hits something
    5.  
    6. Mesh decalMesh = DecalCreator.CreateDecalMesh(decal, hit.point, -hit.normal, cols);
    7.  
    8. Debug.Log(decalMesh); // Returns null
    9.  
    10. DecalCreator.CreateDynamicDecal(decalMesh, hit.collider.gameObject, decal);
    11.  
    As stated as comment, the collider array contains objects for sure (and the right ones, i just tried it by deleting them afterwards).

    But the CreateDecalMesh function always returns null and i dont see a decal. If i use only one gameobject instead of the cols array, it create the decal on that object (but it doesnt wrap around).

    Am i doing something wrong? I also set the threadshold to 180 degree.

    Would be great if you could gimme a hand here :)

    Thanks,
    Sven
     
  50. thellama

    thellama

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    This, is amazing, I'll be donating for sure!