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[Sale -40%] Kalahari Desert Environment

Discussion in 'Assets and Asset Store' started by ConjureScape, Nov 10, 2014.

  1. ConjureScape

    ConjureScape

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    Asset store link: https://assetstore.unity.com/packages/3d/environments/landscapes/kalahari-desert-environment-24992



    Kalahari Desert Environment
    This environment package is ideal for your desert missions and adventures on desktop or mobile platforms. It is highly configurable and the assets look perfect from close up making it ideal for first-person games. The Unity terrain blends seamless into a low poly surrounding mesh, which in turn blends seamless into a rendered skybox to create the feeling of an endless landscape of mountainous dunes. With ancient Baobab tree's, realistic sandstone rocks, desert cacti, ruins, wind pumps and the Kalahari indigenous Acacia tree's; this terrain will immerse your player in an arid landscape with no equal.

    Rocks:
    A set of 9 sandstone rocks. They have a sandstone feel to them and work well on sandy parts of your scene. They are provided colourless so that you can adapt them perfectly to the tone of your scene.

    The textures are in layered PSD's so that you may remove/add/colour the 4 different Rock layers individually. All the rocks are low poly and mobile-ready with 2048x2048 textures. A custom shader tiles a sandy normal map to ensure zero texture distortion even from very close, making these rocks ideal for FPS use.

    Triangle count:
    Rock1: 542
    Rock2: 1256
    Rock3: 844
    Rock4: 944
    Rock5: 3008
    Rock6: 620
    Rock7: 496
    Rock8: 312
    Rock9: 80



    Props:
    A set of game ready props modelled to create a desert atmosphere. A Windpump (windmill), reservoir, 3 cacti, a main ruin with 2 additional ruin pieces, an old rotting tree log and an Elephant skull complete with tusks. All props are low poly and mobile-ready with 2048x2048 textures in case you need close up approaches.

    Triangle count:
    Reservoir: 160
    Wind Pump: 740
    Ruin 1: 1360
    Ruin 2: 320
    Ruin 3: 344
    Dead Tree: 1132
    Elephant Skull: 1422
    Cactus 1: 640
    Cactus 2: 656
    Cactus 3: 480

    Vegetation:
    The vegetation is endemic to the Kalahari desert with 2 ancient Baobab trees, 3 indigenous Acacia trees, 3 Cacti, 6 types of grass, and 4 types of grassy desert plants.

     
    Last edited: Mar 18, 2019
  2. ConjureScape

    ConjureScape

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    Last edited: Nov 16, 2014
  3. ConjureScape

    ConjureScape

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    We're live on the asset store!


    Grab your copy here.
     
    Last edited: Nov 16, 2014
  4. ConjureScape

    ConjureScape

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    The Rock Crawl tech demo was made with the Kalahari Desert Environment pack! Send us screenshots of how you used this pack and we will share it on all our networks.
     
  5. ConjureScape

    ConjureScape

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    Find more support and discussions on our official product support website. Don't forget to like the page to receive all future product updates and news! http://www.3dgameready.com
     
  6. GaridBSA

    GaridBSA

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    is it really mobile ready?
     
  7. ConjureScape

    ConjureScape

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    Hi GaridBSA
    Yes, depending on your entry level device, and how many additional characters etc you add to the scene. I get a respectable framerate with an iPhone 4s as minimum device and quite a bit of additional assets and physics running at the same time.
     
  8. GaridBSA

    GaridBSA

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    Appreciate your reply. Can you please tell me how many fps you get? Thank you very much.
     
  9. GaridBSA

    GaridBSA

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    And is it compatible with unity 5?
     
  10. GaridBSA

    GaridBSA

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    Notice me senpai
     
  11. GaridBSA

    GaridBSA

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    I've just bought it. But it has a problem with shader Egamea/Terrain/SurroundingMountains.
    it says
    Shader error : Too many texture interpolators would be used for ForwardBase pass (11 out of max 10).
    I'm using unity 5.0.1.
     
  12. ConjureScape

    ConjureScape

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    Hey GaridBSA
    I imported the terrain into Unity 5 and everything looks ok except for the shader error you get.
    Here is the code for the corrected shader:
    Code (CSharp):
    1. Shader "Egamea/Terrain/SurroundingMountainsU5" {
    2.     Properties {
    3.         _Control ("Control (RGBA)", 2D) = "red" {}
    4.         _Splat3 ("Layer 3 (A)", 2D) = "white" {}
    5.         _Splat2 ("Layer 2 (B)", 2D) = "white" {}
    6.         _Splat1 ("Layer 1 (G)", 2D) = "white" {}
    7.         _Splat0 ("Layer 0 (R)", 2D) = "white" {}
    8.         // used in fallback on old cards & base map
    9.         _MainTex ("BaseMap (RGB)", 2D) = "white" {}
    10.         _Color ("Main Color", Color) = (1,1,1,1)
    11.     }
    12.  
    13.     CGINCLUDE
    14.         #pragma surface surf Lambert vertex:SplatmapVert finalcolor:myfinal exclude_path:prepass exclude_path:deferred
    15.         #pragma multi_compile_fog
    16.         #include "TerrainSplatmapCommon.cginc"
    17.  
    18.         void surf(Input IN, inout SurfaceOutput o)
    19.         {
    20.             half4 splat_control;
    21.             half weight;
    22.             fixed4 mixedDiffuse;
    23.             SplatmapMix(IN, splat_control, weight, mixedDiffuse, o.Normal);
    24.             o.Albedo = mixedDiffuse.rgb;
    25.             o.Alpha = weight;
    26.         }
    27.  
    28.         void myfinal(Input IN, SurfaceOutput o, inout fixed4 color)
    29.         {
    30.             //SplatmapApplyWeight(color, o.Alpha);
    31.             SplatmapApplyFog(color, IN);
    32.         }
    33.  
    34.     ENDCG
    35.  
    36.     Category {
    37.         Tags {
    38.             "SplatCount" = "4"
    39.             "Queue" = "Geometry-99"
    40.             "RenderType" = "Opaque"
    41.         }
    42.         // TODO: Seems like "#pragma target 3.0 _TERRAIN_NORMAL_MAP" can't fallback correctly on less capable devices?
    43.         // Use two sub-shaders to simulate different features for different targets and still fallback correctly.
    44.         SubShader { // for sm3.0+ targets
    45.             CGPROGRAM
    46.                 #pragma target 3.0
    47.                 #pragma multi_compile __ _TERRAIN_NORMAL_MAP
    48.             ENDCG
    49.         }
    50.         SubShader { // for sm2.0 targets
    51.             CGPROGRAM
    52.             ENDCG
    53.         }
    54.     }
    55.  
    56.     Dependency "AddPassShader" = "Hidden/TerrainEngine/Splatmap/Diffuse-AddPass"
    57.     Dependency "BaseMapShader" = "Diffuse"
    58.     Dependency "Details0"      = "Hidden/TerrainEngine/Details/Vertexlit"
    59.     Dependency "Details1"      = "Hidden/TerrainEngine/Details/WavingDoublePass"
    60.     Dependency "Details2"      = "Hidden/TerrainEngine/Details/BillboardWavingDoublePass"
    61.     Dependency "Tree0"         = "Hidden/TerrainEngine/BillboardTree"
    62.  
    63.     Fallback "Diffuse"
    64. }
    65.  
    I will test it from this end but please let me know if you discover any other Unity 5 incompatibility.
     
  13. ConjureScape

    ConjureScape

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    Hi GaridBSA. With Unity 5 using an iPhone 4s I get 30FPS before any optimisations. By removing fog and setting pixel error to 20 I get 40 FPS. I'm sure you can get more if you apply some more mobile optimizations. Please note that my version of Unity imported the terrain with 3 splat maps causing memory crashes. I will update the project but it may take the Unity guys up to 2 weeks to approve any updates. Therefore, if you get memory crashes on the device and you don't want to wait for the update, you can rebuild the splats from the supplied splat map using a tool like Tom's terrain tools. If you don't have Tom's, pm me and I will send you the corrected terrain.

    Here is the mobile performance stats reported by Xcode (iPhone 4s):


     
  14. GaridBSA

    GaridBSA

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    Ok first of all the script above works like a charm. We are not getting memory crash currently. But it would be wonderful if you send me the rebuilt splat in case of crash.

    I would give 5 out of 5 to this package.
    1. Excactly what i was looking for
    2. All assets are very well sorted
    3. Of course they are in great quality
    4. I am getting great visual quality and good performance.
    5. Good support.
     
  15. ConjureScape

    ConjureScape

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    Thank you for the great review! I have pm'd you the download link to the terrain with the reduced splat. It is one third the size of the original and will save a lot of memory on the device.
     
  16. Mafutta

    Mafutta

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    Look great. I am from the Kalahari originally and miss the white thorn threes. Will you consider making the Landrover an asset too?
     
  17. ConjureScape

    ConjureScape

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  18. ConjureScape

    ConjureScape

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    Hi Muhammad
    The trees are fine on my end on an Android build.
    Which version of Unity are you using?
     
  19. SmartDeveloper

    SmartDeveloper

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    Please also share your contact details i.e email and Skype id.
     
  20. ConjureScape

    ConjureScape

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    These are standard Unity trees with the Unity built in optimized materials. We've kept it that way for maximum compatibility. This is why there are no FBX files and you cannot edit the materials. It should however work perfect on an S3.

    If you want to generate the mesh files from the Unity tree prefab you can use this script: http://wiki.unity3d.com/index.php?title=ExportOBJ
    Drag the tree prefab to an empty scene, select it and then go File/Export/Wavefront OBJ
    The only disadvantage with this approach is that you won't be able to edit the tree structure anymore and you won't be using Unity's optimized materials. Tree billboards will no longer work either.

    I have shared my skype ID with you in a PM.

    FYI, this is how it looks on my Nexus 7 built with Unity4.6.3:
    upload_2015-11-25_9-24-13.png
     
  21. ConjureScape

    ConjureScape

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    We solved the problem and I will upload the android compatible package to the asset store. For anyone interested, the solution was to change the shader from "tree-creator fast" to "Tree creator" which works fine on legacy android devices.
     
  22. AbhishekRaj

    AbhishekRaj

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    Have you abandoned this project? There are no new updates since a long time.
     
  23. ConjureScape

    ConjureScape

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    We're working on a huge update which will include improvements as well as multiple terrain sizes. We will also release about 40 terrains similar to this one so it's easy to add more maps of similar style to your game. Due to the scale of the project it's taking a while but we're making good progress. Will keep you posted.
     
    AbhishekRaj likes this.
  24. Nishank

    Nishank

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    Please share your Skype Id or email id.
     
  25. ConjureScape

    ConjureScape

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    I PM'ed you my skype ID.
     
  26. haroonyousaf

    haroonyousaf

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    hi there. this asset is no longer available on asset store, but i want to buy it, so what should i do now?
     
  27. ConjureScape

    ConjureScape

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    We will re-publish it in January if you're willing to wait. If not you can PM me for a copy.
     
  28. SickaGames1

    SickaGames1

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    I want it as well
     
  29. ConjureScape

    ConjureScape

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  30. ConjureScape

    ConjureScape

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    Because this terrain has been on the store for a while, the price will be reduced.

    We are however busy releasing a huge amount of new terrains. The first few terrains have been approved and are available on the asset store. The entire list of terrains can be viewed here:
    https://www.egamea.com/portfolio/terrains
     
    Last edited: Jul 24, 2019
  31. ConjureScape

    ConjureScape

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  32. ConjureScape

    ConjureScape

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    This asset is now on sale! Get it at 50% discount!
    upload_2019-12-5_7-23-22.png
     
  33. ConjureScape

    ConjureScape

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  34. sarahlasley

    sarahlasley

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    Any chance this asset pack is compatible with HDRP? I'm using Unity 2019.1.14 with HDRP 5.16.1. If not, are any of your other terrain packs HDRP compatible?
     
  35. ConjureScape

    ConjureScape

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    Hi Sarahlasley
    For now only LDRP is supported. We're looking into a script that will convert all materials between HDRP and LDRP but the terrain shaders might take a while.