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Huge City: Free

Discussion in 'Assets and Asset Store' started by nikko, Mar 23, 2011.

  1. nikko

    nikko

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    I decided to post in the Asset Store a low poly huge city. It has some small issues but can be helpful for anyone to prototype a GTA style game. The city is really huge. But is not flat, so it is a problem, a graphic artist might add some terrain around?
    If you enhance it, please send me the result so that I can update it in the Asset store, credit will be given to the contributors.

    Here in the asset store: http://u3d.as/content/nikkoid/free-city-01/1Ce
    Or in my store (free download) :www.unity3dx.com

    Here is a small video.
     

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    Last edited: Mar 30, 2011
  2. Frank Oz

    Frank Oz

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    Looks great! Should keep a lot of GTA or city mmo, fans happy :) It would be fun just to drive around it as it I bet.
     
  3. greensquidsolutions

    greensquidsolutions

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    Hey,

    That's pretty awesome, thanks for this! :)

    Dan.
     
  4. pakfront

    pakfront

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    umm, wow!
     
  5. angel_m

    angel_m

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    Impressive, thanks!
     
  6. 2dfxman1

    2dfxman1

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    This is why I love unity community, a model that is worth 100+$ for free.
     
  7. Thunderent

    Thunderent

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    Is this made with CityEngine?

    I found a similarity with the road and building textures that come with CityEngine....
     
  8. RichBosworth

    RichBosworth

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    This looks like CityEngine defaults... Great that it's free though.
     
  9. Maurice-Hoffman

    Maurice-Hoffman

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    Nikko, this is great, i try to enhance it.
     
  10. Rush-Rage-Games

    Rush-Rage-Games

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    Thanks a ton!
     
  11. Muzzn

    Muzzn

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    WOW!
    I'll see what I can do, update-wise, and send you the results. I was just about to start a sandbox city game - this is the solution.
     
  12. nikko

    nikko

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    GR8, I cannot wait to see what you guys can do with this!
     
  13. Muzzn

    Muzzn

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    When's it coming out?
     
  14. coin-god

    coin-god

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    2dfxman1: 100? They are a bunch of cubes with a texture.
     
  15. ColossalDuck

    ColossalDuck

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    1.8 million polygons worth of cubes to be exact. That's a S***load of texturing. Plus all the time it took to place and such. $100 would be perfectly reasonable.
     
  16. 2dfxman1

    2dfxman1

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    Sarcasm
     
  17. nikko

    nikko

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    It is free and is already in the asset store... Enjoy ;) But if you guys want to send me money please do it to paypal at nikkoid dot com.
    Payments under $10 will be rejected. don't be greedy. If someone send me $1M, I will credit his name in the asset store (priceless).

    ....free city 01 is here: http://u3d.as/content/nikkoid/free-city-01/1Ce
     
    Last edited: Mar 26, 2011
  18. 2dfxman1

    2dfxman1

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    So if I send you 1$ 1 million times, you wont accept? How rude. I can't help it, I only have virtual change left
     
  19. Muzzn

    Muzzn

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    Wow - if someone sends you $1M, I must get into making huge citites.
    (Yes, I know you were joking.)
     
  20. Muzzn

    Muzzn

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    Please, please can you make a smaller one. I love it, but when I try to use it my computer just dies.
     
  21. Deleted User

    Deleted User

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    Wow... this is incredible... I got plenty of ideas on how to use it! thanks a bunch on this great city! :D
     
  22. nikko

    nikko

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    @ Muzz5 : What kind of computer you have? 486?
     
    Last edited: Mar 30, 2011
  23. kindandrew

    kindandrew

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    when i import the HUGE city in unity its rotated wrong and everything seems to fall through it :(
     
  24. nikko

    nikko

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    You should not import it, you should load the scene and it should work.

    Do you have a scene in the project?
     
  25. kindandrew

    kindandrew

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    i tried just loading it as a scene and (what do you mean don't import it) still its the same
    if you mean scenes in the package i cant find them
    also there's errors saying no normals in the model
     
    Last edited: Mar 31, 2011
  26. icecupe

    icecupe

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    Hi,

    I included the city1 form the Asset Store, but I get no scene. Any Ideas?

    Thanks a lot
     
  27. Rush-Rage-Games

    Rush-Rage-Games

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    You have to rotate the city on X 270 then it will work...

    Edit: Sorry, I forgot to add the part about collider. Click the arrow next to the city model to show the children objects, then select all of the children objects, then click Component->Psychics->Mesh Collider.
     
    Last edited: Mar 31, 2011
  28. qamarzaman

    qamarzaman

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    thats gud
     
  29. Tom163

    Tom163

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    Wow. Huge. Impressive.
     
  30. kindandrew

    kindandrew

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    thanks! works now:cool:
     
  31. Rush-Rage-Games

    Rush-Rage-Games

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    No problem!
     
  32. creat327

    creat327

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    i like it but the problem is that it's real hard to modify :(

    There are very large prefabs, lots of building connected so I can't split the ones I like out and remove them from the city. It's also not efficient for culling since they are all connected and the GPU gets all the triangles sent out.

    Any chances of setting each building as a separate object? Unity does merge already meshes on the fly when set to static with same textures.
     
  33. piterpol

    piterpol

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    hi, could someone help me.
    i try the freecity, is indredible, really, fast, huge
    great

    i put al the mesh collider and rotate 270
    but after that if i use a first person controller everything is Ok the walls are walls
    but if i move another kind of object , cubes, capsules, whatever, the walls of the city are transparent, everyone looks like a ghost :)
    of course all the other objects have collides, box colliders, mesh colliders, i think i tried everything i khow
    can you help me how to setup the city and the walls to be real walls for everyone :)
    thanks a lot in advance
     
  34. Tom163

    Tom163

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    When I first saw this, I thought "wow, that's a nice asset".

    Today I dug up one of my older, never finished projects. And realized that this city will help me a great deal finishing it. Because the city I'm currently using is eating draw calls like crazy, I have hopes yours will be much better and make the entire project feasable.
     
  35. Tom163

    Tom163

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    Hm, I must be doing something wrong. I'm getting over 900 drawcalls, and that's with batching. Any way to get performance out of this thing?
     
  36. creat327

    creat327

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    the problem is that it's a huge mesh so it can't optimize. It should be split into a bunch of areas or even each house. Unity would connect automatically the draw calls when it detects that they share the texture and they are market as static.

    I've had the same issue, i loved the city but it's unusable for an iphone due to how it's structured. If it was split into a bunch of individual meshes and smaller textures it would fly fast on the iphone.
     
  37. unity3dx

    unity3dx

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    Let's be realistic, maybe it is too big for iPhone?
     
    Last edited: Apr 26, 2011
  38. Tom163

    Tom163

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    the problem with the city is that it is one mesh (so no merging) but many textures. Setting up a texture atlas would reduce the draw calls, but UV mapping really isn't something I have much experience in, so I don't feel like doing it.
     
  39. creat327

    creat327

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    @unity3dx it's too big as a whole but if it was split into parts or buildings you could easily pickup parts of the city and load them on memory as you go. They are mostly rectangular buildings so the triangle count is not huge. I can assure you i can do a fly-by on that city on an iphone if it were split into separate meshes :)

    now, the current system, take the roads... it's thousands of triangles that if you are driving through the city would not be displayed on screen at the same time since it's a mesh for the whole road!

    you click on a building and you see buildings all over the place selected, same problem. you can't drive through the city like that.

    so although the texture atlas is there to reduce the drawcalls, the way the city is structured makes it slow. A pc can handle it just because it's powerful, but a slower device is dead and it's not due ot the poly counts. If it was by chunks, unity can be smart enough to remove a whole block of buildings/roads out of memory and gpu because it would know it wouldn't be displayed. (it divides areas by rectangles and figures out all the areas that would be out of frustrum, so millions of triangles gone on one pass). If it was by buildings, it would not only know that they weren't gonna be displayed but also unity would be smart enough to detect that they are static and combine them on a single mesh when needed.

    it's a lovely city but it's just not efficient in its current form.
     
  40. unity3dx

    unity3dx

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    Just to inform the users that The city has been removed from the Asset store after I received this email from Procedural Inc. The original source of this city was originally released under unlimited license at Sharegc.com and I that's where I downloaded it and adapted and modified it so that it can run with Unity Smoothly.

    I forwarded this email to Caitlyn who is responsible of the Asset Store and she removed the free asset.

    Here is the email from Procedural:

     
  41. Thunderent

    Thunderent

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    So....if i already have the City(i downloaded it a few weeks ago),I can't use it anymore in my game?
     
  42. unity3dx

    unity3dx

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    I am not competent in law and copyrights to respond to that question. I think their Eula is quite cumbersome and as soon as their assets are in your game but are not in obj, or whatever format that can be reused by someone else, it is ok. As they say in their email, I could redistribute teh city in an .exe.

    However if you use it in a game and make some money, it costs $495, so maybe you can buy it and make even better cities by yourself.
     
  43. lucax

    lucax

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    too bad :p hehe
     
  44. kiranmaya

    kiranmaya

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    this city will works for iphone or android, if u do like this
    import in maya,select all,seperate mesh(takes lot of time),
    combining small small locations ,i do like this with my cityengine exported models.

    see it in action,if u have android http://dl.dropbox.com/u/19384507/april29.apk
     
  45. unity3dx

    unity3dx

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    I don't have android. Do you have a web player? I would be interested to see the result!
     
  46. nikko

    nikko

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  47. Rush-Rage-Games

    Rush-Rage-Games

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    So wait, we can't use this for commercial game but we can for games that don't make money?
     
  48. luubi2112

    luubi2112

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    I can't receive the email to download,anyone has other link to download?

    i very need it. :(
     
  49. Builder_Joe

    Builder_Joe

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    The email server is fixed. Try it again, worked for me.

    Disturbing news if he is right about assets for Unity V4 being forced to demo packages instead of swf. We will probably see an increase in DLL systems (like RainOne) where we have no control over the scripts.
     
  50. AHP1204

    AHP1204

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    Do you think you could make a smaller version of the city? I don't need a city this big for a Slender game I'm making and it's kinda unfair to slow-running pcs because this would crash their computers. Do you think you could make a smaller version?