UniStorm v1.7 - Dynamic Day & Night Weather System [RELEASED]

Discussion in 'Assets and Asset Store' started by BHS, Jan 27, 2012.

  1. BHS

    BHS

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    What is UniStorm?

    UniStorm 1.7 is released, look below for all features and updates.

    UniStorm is an incredibly powerful dynamic day and night weather system that creates realistic storms and weather at AAA quality, all at a blazing fast frame rate.

    UniStorm is programmed in both C# and JavaScript and features many weather types, weather types include: mostly clear, partly cloud, mostly cloudy, foggy, snowy, falling leaves, rainy, and lighting and thunder storms with heavy rain, all randomly generated, a 24 hour day and night system, an advanced in-game time system, sun, gradient skies and atmospheric scattering (all in both free and pro), moon and stars system, a moon phase system, sunrises and sunsets, sun effects the clouds, realistic temperature generation based off users input, easy to use custom editor that allows you to control every component and color of the sky, easy to use pull down menus to pick the weather, starting time, and moon phases, and close to 100 other features. (see below for all features)

    All variables can easily be accessed such as weather type, temperature, time of day (hour, day, month, year), and many more! UniStorm also features a custom UniStorm Window that allows you to place a working weather system within your scene with 1 click of a button!

    UniStorm supports custom particle effects so you can easily add other particle effects you may have bought from the Asset Store.

    UniStorm is now programmed in both C# and JavaScript!

    Best of all UniStorm does NOT need Pro to use!

    UniStorm's Official Wiki Site

    We're excited to release our new Official UniStorm Wiki site! This site offers tons of helpful information to help our customers get the most out of UniStorm.

    The UniStorm Wiki is constantly being updated with new information, and because it's online, you will always have the most current up to date documentation.

    One of the best things about the UniStorm Wiki site is the Code Reference page that gives tons of details on all the variables with descriptions and code examples.

    Dynamic Clouds Coming to UniStorm 1.7.5!

    We are hard at work with 1.7.5 for UniStorm Desktop and UniStorm Mobile. It shouldn't be too much longer until everything is finished. We have some exciting new features coming to 1.7.5 and one of those features is dynamic clouds.

    These videos demonstrate the new dynamic cloud system, currently in development, that UniStorm 1.7.5 will be using. These videos were recorded using only Unity Free. The game speed has been increased to see the dynamic clouds feature.

    The new dynamic clouds have much more of a natural feel to that of the previous scrolling clouds. These clouds were developed to perform just as well as the cloud shaders in the past version so they should perform well on UniStorm Mobile as well. Keep in mind this new feature is still in development.

    New video added showing a Thunder Storm generated with UniStorm's new dynamic cloud system.


    (Video has been updated to better show the dynamic clouds)



    Newest UniStorm Demo Video

    This video demonstrates the new and improved UniStorm Version 1.7 now with gradient skies, improved lightning, and much more.

    Huge thanks to Mr.necturus and his sword pack, Jacal and his Big Environment Pack Vol. 3 assets, and Michael O. and his Mountain Pack.



    This video demonstrates the new and improved UniStorm Version 1.7 as well as AI using UniStorm's in-game time to perform tasks, such as working, walking, and sleeping. Each AI has a different job, task, and destination for each time of the day. We demonstrate AI reacting to the Time of Day, weather, shading of different times of day, the new and improved particle systems, and the new and improved cloud shaders.

    UniStorm 1.7 brings many new features as well as improved performance. UniStorm 1.7 is out now!

    Huge thanks to Michael O. (Killstar) and his Model Packs.




    Try then Buy

    We're developing a new demo which is coming soon. This demo will use UniStorm 1.7.5 and not be limited so you can see its true potential. You will be able to see the dynamic clouds form, try out all the weather types, adjust the time of day, and much more. To see what the current version looks like watch the videos above showing UniStorm 1.7/1.7.5.

    Try the UniStorm Demo Here (older 1.5 version):

    UniStorm Demo No Dynamic Weather or Seasons

    This demo will show you the quality of UniStorm. There is no dynamic weather or seasons in this build, not even script wise, this is one weather type, Partly Cloudy 1. This is the only way we would post a playable demo. You can see the quality for yourself. You can adjust the time of day with the slider, see the sunsets and sunrises, see the stars and moon at night, and more.

    Every color you see can be adjusted and tweaked to your liking. As well as many other components and features.
    If you want to see more weather types or seasons, you can watch the videos.

    All other weather types have the same quality as this one. This is just 1 of the 14 weather types that are included with UniStorm.

    If you want to see more weather types or seasons, you can watch the videos. All other weather types have the same quality as this one. This is just 1 weather type of 14 that are included with UniStorm.


    Buy here: UniStorm 1.7

    $IconNew.png

    You can play the demo and see for yourself below.


    UniStorm's Customization

    With UniStorm you can control every component and aspect of the sky. Anywhere from real world colors and shading to colorful alien worlds. With UniStorm's customizable color options you can create any sky imaginable.


    UniStorm's Well Documented Code and Documentation

    UniStorm's code is well documented and highly customizable. You can access nearly all variables to use for your games/projects. UniStorm features an Official UniStorm Wiki site that has all these variables explained, as well as tons of code examples, scripts, and tutorials.


    UniStorm's Advanced Dynamic Weather System

    UniStorm features an advanced weather generating system that generates dynamic weather based off the weather odds percentage for each season. The weather odds percentage is adjustable by the user within the UniStorm editor. This allows for realistic customizable weather for each season. Summer may have a low chance of precipitation, but maybe a stay thunderstorm. Winter could have precipitation more often with the chance of a powerful snow storm. UniStorm features 14 weather types, some of which only happen in certain seasons, all dynamically generated by UniStorm's advanced algorithm.


    Does UniStorm Work With Multiplayer or Online Play?

    Yes, UniStorm works great with servers and clients which only requires you to access a couple variables. This has been done many times by our customers who use UniStorm for both multiplayer and mmo games. For further information or help on setting up, it is included in the documentation.


    UniStorm as Static Weather

    While UniStorm is a dynamic day and night weather system it can also be used for static weather. UniStorm allows you to set the weather and make it static so it never changes, this also goes for the time of day. This means you can have different scenes each with different weather like, partly cloudy, cloudy, clear, sunny, rainy, stormy, or foggy, with any time of day like, morning, day, evening, or night! It's basically an adjustable Skybox with working weather and animated cloud cover. Never buy a Skybox again, this is an all in one system.


    UniStorm and In-Game Time Events

    UniStorm features an advanced in-game time keeping system that tracks minutes, hours, days, months, and years. This allows you to access the in-game time to set certain events, quests, or triggers, adding more dynamic game play to your games similar to Skyrim, Oblivion, and other games using in-game time.

    You can have events or quests only happen at night or only happen during the day. Or you can have a quest or event happen on June 6th at 9:00 pm. All this can easily be done using UniStorm's in-game time functions.


    UniStorm's Editor

    UniStorm features an easy to use Custom Editor that allows you to control every component and color of the sky. UniStorm also has pull down tabs to choose things like Starting Time of Day, Weather Type, Moon Phase, Weather Odds for each month, and starting month (Listed January-December) like shown below. This makes it easy and fast for development.

    [​IMG]


    UniStorm's Dynamic Snow (Coming soon to UniStorm version 1.7.1)

    The snow system features an advanced shading technique, like Skyrim's, that will slowly build snow according to the bump maps of the materials and the angle of the models. This means snow will fall realistically more so on the bumpy and flat parts and less on the crevasses and step pats of the objects. Snow will also not fall on objects that are over 90 degrees. Snow will slowly build up over time and slowly start to melt when it clears. If you want an object to have dynamic snow during winter all you have to do is replace your current bump shader with the new snow bump shader and UniStorm will handle the rest.

    Snow build up will be dynamic and up to how powerful the snow storm is, and if it's cold enough. You could have light snow showers with light snow build up or a snow storm with full snow cover.



    About UniStorm and Us

    Our goal was to create a weather system similar to Skyrim's in Unity 3d, but have the price be cheap enough for the Unity community that anyone could afford it. We've done just that! This is one of the most powerful and advanced weather systems available for Unity 3d and UniStorm only costs $60.

    Our system is one of the best looking and is the best performing weather system available for Unity 3d! UniStorm doesn't affect performance other than a few draw calls, yet looks amazing and is incredibly powerful. Just check our reviews, they'll speak for us.


    Our Promise

    We will be working on UniStorm for a long time so there will never be a project abandonment. We are always working hard to better UniStorm and release fixes and updates on a regular bases. We do this by listening to our customers and their suggestions. We have excellent customer service and are here to answer any questions you may have about UniStorm.

    Upcoming Systems and Versions:

    UniStorm Version 1.7 (Out Now)

    UniStorm Mobile Version 1.2 (Thread here): UniStorm Mobile


    UniStorm 1.7

    With UniStorm 1.7 we have added gradient colored skies and "atmospheric scattering", which does not require pro to use. Customers using Unity free should now be able to get similar results to that of pro users without the cost of expensive image effects. The gradient colored skies allow you to choose multiple colors from the horizon to mid-horizon via the UniStorm Editor. This allows form much more realistic skies and shading. The color of the sky also affects the clouds giving even more realistic results. The sky gradually gets darker the further you are away from the sunset/sunset. This new feature can be disabled if desired.

    These screenshots were all taken using Unity Free and UniStorm 1.7:

    Huge thanks to Philipp Schmidt and his BIG Environment Pack Vol.3.

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    UniStorm's Realistic Temperature Fluctuation Algorithm

    UniStorm 1.7 has gradual realistic high increases and decreases such as 86, 88, 91, 95, 92, 90, 89, 87, 84 ect. The temperature will also change throughout the day like realistic temperatures do. Since UniStorm uses the temperature for some weather types this need for improvement was important to add to realism. It could be raining during the day, but get cold enough and start snowing overnight. We also have customers who access the temperature which they base off gameplay this will greatly add to realism.

    Our goal isn't to just make a weather system, but to make a realistic weather simulator. With each update we get closer to our goal.

    Here's a line graph of 1 month during Summer in UniStorm using the high of each day:
    [​IMG]

    Here's a line graph of 1 month during Fall in UniStorm using the high of each day:
    [​IMG]

    Here's a line graph of 1 day during Summer in UniStorm using the temperature for each hour, early morning is the coolest while the afternoon is the hottest:
    [​IMG]


    UniStorm's Blazing Fast Efficiency

    1,000's of hour have gone into the making UniStorm. With that we have created an incredibly fast dynamic day and night weather system that is capable of creating realistic weather and time of day based all off the user's input.

    As you can see below UniStorm virtually uses nothing, yet it's incredibly powerful and looks amazing.

    [​IMG]


    UniStorm being used in Gloria Victis an MMORPG:
    [​IMG]
    [​IMG]


    UniStorm Updates and Features

    UniStorm 1.7 Features, Fixes, and Improvements:

    --System Improvements--
    * Code clean up
    * More efficient coding
    * Improved performance
    * Various bug fixes
    * Added Error Logs that specify each error with a proper error log message telling you how to fix any errors.
    * Smoother transitions between night and day
    * Better blending of light between night and day.

    --New Window Editor--
    * Added UniStorm to Unity Editor Window
    ------- Added setting to Create UniStorm System directly in scene with both JS and C#
    ------- Added setting to Create Weather Zone directly in scene with both JS and C#
    ------- Added setting to Create Time Event directly in scene with both JS and C#
    --------Added documentation tab that take you to our new online documentation using Google Docs
    --------Added Customer Service tab that takes you directly to our website showing customers our contact information.
    * When you create a UniStorm System using the new Editor Window it will place it properly according to a standard Unity terrain. (This allows UniStorm to fit perfectly into nearly any scene.)

    --Weather Zones--
    * We have added a new system that works with Unistorm. This new system allows you to set non-dynamic weather types to whatever you choose.
    * There's no limit to how many weather zones you can place in a scene. This allows you to set zones for places like mountains, plains, deserts, ect.
    * Weather zones can be used for this like quests/events.

    --Editor Updates--
    * Added gradient color adjustments
    * Added tool to adjust star speed within the UniStorm editor
    * Added tool to adjust star rotation within the UniStorm editor
    * Added help descriptions to all option categories explaining what they do
    * Added option to enable and disable this setting

    --Thunder System Updates--
    * Improved Thunder Storms
    * Completely rewrote lightning system
    * Lightning system is now apart of the UniStorm Editor and is no longer separate
    * Added Lightning Options to UniStorm Editor to adjust lightning settings
    * Various settings have been added to the lighting options
    ------- Min Lightning Intensity
    ------- Max Lightning Intensity
    ------- Min Lightning Fade
    ------- Max Lightning Fade
    ------- Flash Length
    ------- Various Thunder Sounds
    ------- Lightning Bolt
    * Soft lightning has been added allowing you to set how fast the lighting fades on and off when a lightning stike happens. This can be instant or slightly gradual.
    * Randomly spawned lightning based on your player's current position.
    * Lighting bolt game object can be replaced with custom one if desired.

    --Temperature Updates--
    * Completely rewrote temperature system
    * New advanced temperature algorithm generates realistic high and low fluctuations each month.
    * New advanced temperature algorithm generates realistic high and low fluctuations each day where early morning is the coldest and midday is the hottest
    * This algorithm bases this off of the user's settings for each month's high and low temperature settings for each season.

    --Fog Updates--
    * Fully supported use of Linear Fog
    * Linear Fog settings have been added to the UniStorm Editor
    ------- Fog Start
    ------- Fog End
    ------- Stormy Fog Start
    ------- Stormy Fog End

    --Shader Updates--
    * Added gradient skies
    * New cloud shaders
    * Storm clouds are affected by lightning and light

    UniStorm 1.6.4 Features, Fixes, and Improvements:
    * Rewrote weather odds algorithm, weather odds are now based off percentages. This allows for much cleaner and realistic weather generating odds.
    * Weather is now rolled hourly based on user's set percentages for the season of 20%, 40%, 60%, or 80%. This also fixes issues with the weather changing too often, in rare cases changing within a minute.
    * Added Weather Odds Options to the UniStorm Editor
    * Added weather odds percentages for all 4 seasons via a pull down tab within the UniStorm Editor. These consist of 20%, 40%, 60%, or 80% for each season.
    * Information added to the documentation on new features above.
    * Tutorial videos are being worked on.*
    * Added a drop down menu for Months.
    * Smoother light fading transitions during precipitation or cloudy weather types.
    * Added spaces to separate colors in Color Options.
    * Adjusted particles for both C# and JavaScript.
    * Moved Editor folder into the UniStorm folder.
    * Weather Command Prompt System no longer spams the console with weather type print messages both JavaScript and C#, only 1 message will print.
    * Tweaks to the Rain Particle System, rain now looks fuller and moves with camera better, during movement and rotations.

    UniStorm 1.6.3 Features, Fixes, and Improvements:
    * C# Version of UniStorm with C# Editor
    * JavaScript Version of UniStorm with JavaScript Editor
    * Greatly improved editor, editor is now much more organized with categories and labels
    * Added a pull down menu to pick the weather. Numbers no longer need to be entered in the UniStorm Editor. A list appears showing all weather types such as Partly Cloud, Mostly Cloud, Heavy Rain, Light Snow, ect for you to choose.
    * Added Starting Time of Day pull down menu which lets you choose the time of day UniStorm will start at. These include Morning, Day, Evening, and Night.
    * Added a Moon Phase pull down menu to the UniStorm Editor, this allows you to pick the starting moon phase for that day.
    * Various bug fixes and improvements to the UniStorm System
    * Documentation has been greatly improved with better organization, huge Table of Contents, better formatting, very detailed instructions covering every single component, and a step by step tutorial on getting the system set up.
    * Added greatly improved High Clouds
    * Documentation now consists of 23 pages
    * Moon now fades in as it gets dark making transitions much more smooth and realistic.
    * Documentation should now import properly from Asset Store update
    * High Clouds are now scroll based off the cloud speed in the editor
    * Storm Clouds now have their own scroll speed setting the editor
    * Unity's fog is now enabled automatically at start so users don't have to worry about enabling it
    * Various tweaks to weather types' fading calculations to make them more smooth, balanced, and realistic
    * Months now end on the 31st instead of the 29th
    * Months now go from 1-12 instead of 0-11 * Snow shader has been disabled but will return shortly

    UniStorm Version 1.6 Features:
    * Normal cloud speed can now be adjusted within the editor. (New)
    * HD photo realistic cloud textures; 8 included
    * Realistic storm transitions
    * SSAO, Color Correction, and HDR support allowing for incredibly realistic time of day, lighting, color, shading, and light scattering
    * Realistic and improved skies; like Skyrim's
    * Random temperature generator for each season controlling whether it rains or snows; as well as other weather types
    * Seasons; Spring, Summer, Fall, and Winter
    * Seasonal weather for all 4 seasons
    * The new advanced weather system algorithm controls the weather odds for each season, Summer has less precipitation chances than Winter or Spring; seasons can be changed by the user if desired
    * Snow storms in the Winter, Misty cloudy days in the Spring, fluttering butterflies and thunder storms in the summer, falling fall leaves in the fall, and more.
    * Many new weather types added
    * Storm clouds are now affected by time of day
    * In-game event example with demo and script using UniStorm's powerful in-game time system
    * Dynamic snow on all models, terrain, and terrain vegetation when it snows (Note: This feature has been disabled but will return shortly)
    * Night ambiance noise for when it's night
    * In-game time system event examples with demos
    * Weather command prompt system (more info below)
    * Horizon system that fades clouds along the horizon line for improved looking skies.
    * The horizon system has color control for morning, day, dusk, and night.

    Weather Command Prompt System (WCPS)
    * WCPS (Similar to Skyrim/Oblivion's) will make it much easier for developers. System allows users to enter a command in the command prompt system to change the weather while still in the game. (Example: 01 would be Foggy)
    * The WCPS can easily be enabled or disabled by pressing F12 or can be completely disabled by checking the disable system check box within the editor.
    * Weather type is printed in the console ex. ("Forced Weather: Mostly Cloudy") to make testing easier.
    * All weather commands will be included in documentation.
    * WCPS will be updated with many more features soon.

    (Note: Dynamic snow has been disabled but will return shortly)
    Dynamic Snow
    * The snow system features an advanced shading technique, like Skyrim's, that will slowly build snow according to the bump maps of the materials and the angle of the models. This means snow will fall realistically more so on the bumpy and flat parts and less on the crevasses and step pats of the objects. Snow will also not fall on objects that are over 90 degrees. Snow will slowly build up over time and slowly start to melt when it clears. If you want an object to have dynamic snow during winter all you have to do is replace your current bump shader with the new snow bump shader and UniStorm will handle the rest.

    * UniStorm's snow system will now be able to work with Unity's terrain, trees, and grass as well as all 3d models and objects.

    * Snow build up will be dynamic and up to how powerful the snow storm is, and if it's cold enough. You could have light snow showers with light snow build up or a snow storm with full snow cover.


    UniStorm Version 1.6 Fixes and Improvements:
    * Fixed storm transitions, sunlight will now gradually fade when it gets cloudy or there's precipitation, then fade back in after a storm is over or the clouds have cleared.
    * Improved lighting bolt textures
    * Improved splash particle textures
    * Improved rain particle textures
    * Improved sun textures
    * Improved cloud system by using both high and low clouds
    * Improved light scattering (Pro Only)
    * Greatly improved fog weather type (Pro Only)
    * Greatly improved storm clouds
    * Greatly improved documentation
    * Greatly improved dynamic weather randomizing algorithm
    * A check box has been added to disable or enable stopping the time 100%.
    * A check box has been added to disable or enable the weather static, meaning it will never change.
    * A check box has been added to disable or enable the time of day scroll bar.
    * A check box has been added to disable or enable the horizon system.
    * The weather will no longer change too often (within minutes sometimes), between 1 to 10 in-game hours must pass in order for another weather change.
    * If there is precipitation for more than 3 days, the system will randomly pick a new weather type. (The days of this can be adjusted)
    * If there hasn't been any precipitation in 7 in-game days, the system will randomly generate precipitation. (The days of this can be adjusted)
    * Other Improvements and tweaks to the system
    * All this and still the same blazing fast frame rate that no other weather systems can match!

    Attached Files:

    Last edited: Aug 11, 2014
  2. TouchSoft

    TouchSoft

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    Looks nice! .. how well does it work on mobile?
  3. petero181

    petero181

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    is this for pro only ? ... sorry, just read below that this do not require pro ...
    Last edited: Jan 27, 2012
  4. BHS

    BHS

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    @TouchSoft Thanks, well my tests show that the system with rain and 3 layers of clouds the draw calls are at 4 even with lighting strikes it doesn't go above. It's one draw call per cloud layer so you if you use one or two it would keep it at 2 or 3 draw calls. So yes, it should be fine on mobile though I have not tried it on the device myself, tests show it should.
    Last edited: Jan 27, 2012
  5. imtrobin

    imtrobin

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    The lightning flash would look better if it fades in and out a little, currently it just toggles on and off
  6. siflandolly

    siflandolly

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    Just purchased. Very very cool :) I like how you made the prefab contain the clouds. Very easy to use.
  7. BHS

    BHS

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    @imtrobin It's something I will add in an update. I will always be improving the system with suggestions and improvements.

    @siflandolly Thanks, I'm glad you like it, I wanted to make it as easy as possible. I made a quick updated that got accepted already, I wanted to include the Stormy Ocean Demo so make sure you get it. Sorry it was so soon, but I feel it's an important addition. And try to rate it nicely if you like it :)
  8. siflandolly

    siflandolly

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    Just curious, but what does the stormy ocean showcase? Is it showing how the lightening looks over water? It looks good but I am curious what it is showcasing.
  9. BHS

    BHS

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    @siflandolly It showcases a variety of things, it shows the way the lightning and clouds look over water, the way the light affects the clouds, the movable camera shows the 3d sound effects (where if the lightning strikes behind you it sounds like it), the delayed thunder sounds and the randomness of them, and the believability in a more realistic scene rather than just showing it flash over some objects. The other demo was demonstrating the shadows and it was the first test. Hope this answered your question.
    Last edited: Jan 27, 2012
  10. siflandolly

    siflandolly

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    Yes thanks. I liked it, but didn't know the individual things to take from it. That helped a lot.
  11. BHS

    BHS

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    @siflandolly Your welcome, let me know if you have anymore questions.
  12. BHS

    BHS

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    Hard at work with v1.2!

    Please if you have any suggestions to make the system better or if you have ideas we'd love to hear them and we'll try to add them to 1.2v. Just drop a comment.

    Remember to get UniStorm early because the price will go up as the system gets more advanced.


    So far UniStorm v1.2 has:
    * EVERYTHING is randomized based off your input each lightning strike will never be the same.

    * The Y axis rotation is randomized based off minimum and maximum input; every lightning strike is different so the strike will always surprise you.

    * The X and Z axis have a minimum and maximum with a lock so you control the exact angle you want the light to hit, these numbers can also be randomized for a truly different strike every time.

    * Randomized lightning colors based on user's color choices.

    * Minimum and maximum intensity randomized based on your input.

    * Particle cloud system to work with outer cloud layer system.

    * Easy to use Gizmo system for the editor so you know where your perimeters are and the directions the lightning will strike.

    * Updated rain system

    * And much much more to come..


    Thanks everyone for your purchases and suggestions, we hope you all enjoy UniStorm!
    Last edited: Jan 29, 2012
  13. tripknotix

    tripknotix

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    hey so i just bought the script, it looks great on the free version, best ive seen so far, the only thing is in the free version, if you have "edge blend" turned on by default for the water, then the water becomes invisible, even in the editor. in the free version. i suggest you turn that off by default and just leave it as an option.
  14. tripknotix

    tripknotix

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    Also i just tested it with the Flash export, the Reflections don't work, and neither does the displacement of the water, so it looks like flat water animated.

    I think in the angry bots demo they used fake box reflections for the flash export while allowing the webplayer export to have full reflections. also they used particle water droplet effects when the rain hits the floor. so im guessing displacement wont work in flash for awhile, just particle effects.
  15. BHS

    BHS

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    @tripknotix Thanks happy to hear you like it, a nice rating would do wonders for UniStorm. That's weird we weren't aware of that, thanks we'll fix it. Simple fix could be we'll just have an Indie scene and a pro scene which will solve the issue. We'll do similar to what the angry bots did for the water in the indie scene and keep the pro features in the pro scene. Yes, flash has been know to have issues but we haven't tested it yet, thanks for the heads up. Using the indie scene we will include in the 1.2v update will fix this and the vertex lit problem. The rain system is being redone with 1.2v and will have splashes and also collisions so it won't go through things.
    Last edited: Jan 30, 2012
  16. BHS

    BHS

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    A lot of progress has been made and we are almost done with the editor system. All settings now have an easy to use slider for easy and fast adjustments. We've added a daylight control panel so you can adjust the time of day for both day and night scenes all within the UniSystem editor in real time. The new cloud system has been revamped and looks great. Right now we are working on the rain system and finishing up the editor system.

    Please if you have any more suggestions or things you'd like to see or have us add, drop a comment and we'll add your ideas.

    You guys are going to love 1.2v!
  17. BHS

    BHS

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    Added new videos and screenshots of UniStorm 1.2v to the top of the thread. Feedback would be appreciated.
    Last edited: Feb 1, 2012
  18. siflandolly

    siflandolly

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    Sometimes it looks like the lightening flash is not lighting up the whole landscape. It will light up a section ahead of the soldier as if the lightening flash is occurring a little ways away. Is that just my imagination? Is that a new enhancement? Great work by the way.
  19. tripknotix

    tripknotix

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    no Actually that occurs when the edge of the floor is lit up, but none of the objects were hit by the lighting area, the whole plane will light up.

    Also Black Horizon Studios, i'd like to show you a version i have running in flash, i've changed the sky so that it looks like rain, ofcourse i would like to have the sky you currently have, i think its just missing a nearby rain thickness effects, this is my version http://realdefinition.net/zombieopsonline/2/ , i wish that the rain was "more transparent" its 5 layers progressively. i had to attach them to the camera's position and X rotation, in order to make it so it LOOKS like its always going downwards, but it would be great if you could recreate it for me so that they are cylinders that surround the user, progressively showing more layers.

    Check out this video, they do the rain effect i was trying to produce, skip to 2minutes, http://www.youtube.com/watch?v=ClWJT-eGCVQ . i would love it if you could do that, i simply used 5 layers, but it looks like they used 10-15 layers. and a more transparent texture. Their product is around $100 tho, so i chose yours instead, i think it works great, very perform-ant in flash.

    Just to recap, i would love it if you made the OLD clouds into a cylinder that always has rain going downwards (instead of a sphere that wraps), and have the texture be more transparent, and have the cylinders follow the camera, with the camera inside the cylinders. but keep the new sky you created as the background, it looks great as a background animated skymap.
    (UniSky might even be using a smaller top of the cylinder, to produce an Almost cone look to it.)

    FYI: the terrain is built in Terrain4Mobile plugin ($45), because unitys terrain will not run in Flash, but Terrain4Mobile turns it into a 3d model, and then applies its own form of managing trees and grass and texture painting.

    PS: i like the ground particular effect splash, i think its a great alternative to the box that angry bots uses, since this one has to follow the camera.
    Last edited: Feb 1, 2012
  20. BHS

    BHS

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    @siflandolly It is lighting up the whole landscape, but were trying a new system that locks the rotations and only rotates between minimum and maximum. We do this so the lightning strike won't strike under the terrain. I guess we have the angles too far horizontally that the hills are casting shadows and only certain areas are having the light hit them making it look like it's not hitting properly. It's an easy fix that takes 10 seconds thanks to the Unistorm editor system. We'll fix the angle and make it look more like it's casting above the player's head.

    @tripknotix Thanks for the detailed suggestions, very helpful. We want to make UniStorm as good as possible and supplying suggestions and examples is a great way to do so.

    We're aware of the cylinder layer system and we've been messing around with it and getting some excellent results, but there seems to be a clipping issue with the other outer layers so we're going to have to find a way to fix it. We're having a combination of both the cylinder layer for the rain and particles for the collision effects, which looks great.

    That's why we released a demo video so we could have this feed back to make it better, thanks guys.

    Edit: The cylinder layer rain system is working great and has no more clipping problems. Now we're working on the falling mist effect. We'll post some screenshots later. It'd be nice to get more feedback from you guys.
    Last edited: Feb 1, 2012
  21. BHS

    BHS

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    Here's a quick screen of the new rain and mist system using cylindrical layers . The updated clouds now have inner layers to capture more light than before. Some feedback would great, thanks.

    $NewRainandMistEffect1.1.png
    Last edited: Feb 2, 2012
  22. jc_lvngstn

    jc_lvngstn

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    Very interested in this, please to see it handles collision. No raining inside houses eh? :)
  23. RoyS

    RoyS

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    +1 interested

    Yes, how do you keep rain out of houses, barns, etc and when you're standing under an awning?
  24. BHS

    BHS

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    @jc_lvngstn, RoyS. We are working on a way to have the above effect work with collisions. I think the approach we're taking will work. We will have 2 rain systems included in the pack so the buyer can choose which ever effect suites their game's needs.

    If you guys have any ideas or suggestions it'd be great to hear them.

    Thanks
  25. jc_lvngstn

    jc_lvngstn

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    Ok, I meant to say "PleaseD" to see it has collisions. Now your response kind of threw me off.
    So,the rain has collisions, but the new rain and mist effects do not?

    For FPS style games, this would be pretty important I would think.
    Also, from what I understand...your primary focus is rain, thunder, lightening...not necessarily clouds, but you do have them. Am I right? Your system is not an all in one weather system, it focuses on when it is raining if I understand.

    If I use a separate system like Nuaj, which mostly focuses clouds and lighting but not rain, and I wanted to use your rain system with it, could I disable your clouds if I chose?
  26. BHS

    BHS

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    @jc_lvngstn Yes, I figured you meant pleased that's why I responded the way I did. We have 2 rain systems one is done with particles, the other, including the mist, is done with cylindrical layers but still has the splash effect.

    We're looking at a way to faded the the new rain and mist based on collisions. We already have the mist slowly faded as you look up which looks good. It is not an all in one weather system.

    The main focus is the lightning, thunder, and rain system, but we are working on making the clouds much more realistic. But yes, they are all separate so you could use the new rain, mist, lightning, and thunder and disable the cloud system and use it with Nuaj if you'd like.
    Last edited: Feb 2, 2012
  27. tripknotix

    tripknotix

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    Wow i just realized this post went to a 2nd page, i thought u posted no updates for the past 2 days lol, my mistake, i will look into ways to get the inside not able to ran, or to detect collisions, look at this video at the 3 minute mark, http://www.youtube.com/watch?v=-G13LSXXeCg and you will see how the mist is supposed to look, progressively foggy based on distance, but i'll ask around about collision and get back to u
  28. tripknotix

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    just throwing ideas out there, im sure you have a better way to do something like this.... each rain mist is a plane with uv scroller going downwards towards the ground, you have each one fade in, while animating, and then fade out after a few seconds.

    you create a box collider where you want to generate a rain mist, and if it has collided with any object in a "layer mask" that you have created by default, such as "default layer, water layer, ..ect" then you simply dont generate the cloud.

    you dont bother looking for another place to set it, because if your indoors you dont want it searching amillion times a second. you simply generate these things around player a few times a second and make them play for like 7-10+ seconds in those spots.

    you can even specify how many to generate around the player at a time.

    this should make it so it works if your indoors looking out of a window
  29. BHS

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    @tripknotix thanks for the suggestions we'll try to make it happen. And thanks for the rain video too that will help.
  30. tripknotix

    tripknotix

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    oh i forgot to say, if you want to make it so that it goes downwards it would require a collider per mist plane, and when it hits somethign it would just fade out while animating but stop where it collided.

    i think that would take more performance than just having 1 collider move to different positions when generating the mist.
  31. RoyS

    RoyS

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    If I purchase it now, any fixes or upgrades later we can have?
  32. BHS

    BHS

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    @tripknotix that's well see what we can do. This might be even better if it's done with tags.

    @Roys we're going to try to be finished with 1.2v as soon as possible so it wouldn't hurt to pick it up early. After 1.2v we' ll release more updates, upgrades, and fixes. We're going to try to always improve UniStorm.
  33. BHS

    BHS

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    We've been studying the way Oblivion does their rain and weather effects and we're wondering if you guys like the way they've done theirs? We've noticed that Oblivion seems to do their rain with cylindrical layers.

    We need a good reference, so if you guys have a game where you like the way they do their weather effects let us know and we'll try to use similar techniques.
  34. RoyS

    RoyS

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    Achieving believablilty and realism. I'm creating a horror scene, so a good thunderstorm to add to the effect of being in a creepy house at night...
  35. BHS

    BHS

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    @RoyS alright I think we've done that. Studying other games helped.

    We're getting close to submitting UniStorm 1.2v! It should be finished by tonight!
  36. BHS

    BHS

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    UniStorm Version 1.2 has been submitted!

    We've also added a very detailed PDF documentation to the update covering every aspect so you can get the most out of the pack.

    Also last chance to get UniStorm for $25, once the update is accepted the new price is $40, like we've previously stated. We've increased the price because the system is far more advanced and has taken 100+ hours to complete.

    $40 is the set price for UniStorm and it will never go up again!. We will also continue to make updates and better the system.

    We wanted to make a great inexpensive alternative to the more expensive weather/storm systems out there.

    We hope you all enjoy UniStorm Version 1.2!

    First page from the new PDF documentation:
    $UniStormPDFDocumentation.png
    Last edited: Feb 6, 2012
  37. BHS

    BHS

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    Hey everyone,

    UniStorm Version 1.2 is now on the Asset Store!

    Those of you who got it early go get the update!


    Those of you who haven't check out the awesome new features:


    Create incredible storms for any game with the drop of this prefabed system. This randomizing system allows you to create great looking and sounding realistic storms with lightning, thunder, rain, and mist just by dropping the system into your scene and randomizing your inputs.

    Does NOT require pro to use.

    New Features with UniStorm Version 1.2:
    The UniStorm system has had major updates which include:


    * System improvements, system with all features, minus splash effect, now runs at only 6 draw calls!*

    * UniStorm allows 12 ways to tweak your lightning strikes all randomized based off your input.

    * 2 Rain systems, one with cylindrical layers the other with collision particles, both a heavy and light rain.

    * Supports shadows when lightning strikes.

    * Supports 3d sounds for 360 degrees lightning strikes (strikes sound like they hit from different angles)

    * Rain now has an animated misty effect using only 1 draw call!

    * Rain and wind sound effects.

    * Improved cloud system that now have clouds that have depth, like they're fading into the horizon.*

    * Rain system has been improved, collides with objects, and splashes.

    * Time of day controller to change scenes from night to day.*

    * Detailed PDF Documentation

    * Easy to use editor with many settings to fine tweak your storm system with ease.

    * EVERYTHING is randomized based off your input, each lightning strike will never be the same.

    * The Y axis rotation (which rotates in a circle) is randomized based off minimum and maximum input; every lightning strike is different so the strike will always surprise you.

    * The X and Z axis have a minimum and maximum with a lock so you control the exact angle you want the light to hit, these numbers can also be randomized for a truly different strike every time.

    * Can Be Used With Indie
    Last edited: Feb 6, 2012
  38. tripknotix

    tripknotix

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    The new Mist looks great, very perform-ant for a good mist effect.
  39. BHS

    BHS

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    Thanks, glad you like it.
  40. BHS

    BHS

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    Hey everyone,

    We've released a small update that added 4 more pages to the documentation. It also has more detailed info about setting up your scene with UniStorm. We've added a very low draw call splash to the pack. Now you can have a splash effect that only adds 10 draw calls. Finally we fixed the missing script problem some of you had.

    Thanks everyone for the suggestions and help.
  41. imtrobin

    imtrobin

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    Is there a new demo?
  42. BHS

    BHS

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    @imtrobin yes we're working on it. Should be up in about 12 hours or so. It's going to be a stormy tropical island. Or we could put together a little demonstration of UniStorm 1.2 for you?
  43. BHS

    BHS

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    New Stormy Tropical Demo is up. Link is in the start of the thread.
  44. SevenBits

    SevenBits

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    I think it's very cool. You should add Wind zone support so the trees blow in the wind.
  45. BHS

    BHS

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    @SevenBits Thanks. You can add any wind zone to the scene and still have the wind affect the trees, but we're working on UniStorm controlling the wind speed to be more like a storm, changing the wind speed at certain times and such, it will be in a future update as well as lightning bolts.
    Last edited: Feb 13, 2012
  46. Prodigious Studios

    Prodigious Studios

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    Purchased this and have been messing around with the setting and effects, it is amazing. There are so many ways to tweak the settings that you can find the perfect effect for your game. Imo it is just as good if not better than the more expensive weather systems out there. Their's are over $100 this one was only $40.

    Great work, I recommend this pack to anyone who is looking for a storm or weather system.

    ps: What are some of the features that will be on the next update?
  47. BHS

    BHS

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    @Prodigious Studios thank you for the review and great to hear you like it.

    As for the next update, we will be adding lightning bolts, have UniStorm support controlling wind zones, be able to pick 4 or 5 lightning colors and have be randomly picked, and more.

    We are taking suggestions for the next update. It'd be great to have some ideas.
  48. BHS

    BHS

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    Has anyone who bought UniStorm tested it on any mobile platforms? If so, can you please share the device and specs info, it would really help us out, thanks.

    Also we are working on the lightning effects and they are looking great. They use little draw calls so they should work on mobile.
    Last edited: Feb 21, 2012
  49. BHS

    BHS

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    Hey everyone,

    We are working hard on UniStorm v1.4 and we have a lot of new features and effects.

    Here's some of what's coming in UniStorm 1.4:

    • Rain now slants with the wind, similar to how Skyrim does their rain.(New)

    • Added a prefabed wind zone that behaves very realistic as if vegetation were in a storm. Trees and bushes now sway and wave in the wind.(New)

    • Wind Zone prefab is stored in the UniStorm editor so all you have to do is drop the UniStorm v1.4 system into your scene and all vegetation will behave as if it's in a storm.(New)

    • New demo scene which will be included to show you the possibilities and power of UniStorm v1.4.(New)

    • Added fog to the storm to give more realism and believability. So far this feature is pro only but we're working on making a fog effect that will work for indie.(New)

    • Improved rain particles, rain particles look much fuller, thicker, and realistic. You get the fullness of using cylindrical layers without the cost of loosing the ability to have the rain collied with objects.(New)

    • Major system improvements, UniStorm 1.4 runs at a blazing 100+ fps! Which should be very promising for mobile users.

    • There are now lightning bolts that strike when there is lightning. These effects are also randomized giving a different strike every time. They also use little draw calls so they do not affect performance.

    • We've added all sorts of lightning bolts including ones that are uv animated. You can easily control the life an intensity of the lighting bolts.

    • We've added a global fog technique that gives much more depth to the storm. Clouds seem to fade into the horizon. You can control the height, distance, and color of the horizon. Lightning doesn't affect distant clouds anymore so the storm looks much more believable and best of all it works with the free version of Unity 3d!

    • We've added more particle systems to increase the realism and believability: A windy leaves particle system (for forests, parks, open wilderness, ect) that has blowing and swirling leaves that behave as they would in a storm as well as a windy paper particle system for (cities, shipping yards, battlefields, ruins, ect) which should both be useful to most games.

    • Both particle debris systems have colliders so the particles bounce and roll off the ground for a few seconds before dissipating.

    • We've added more to the editor, there are now slots to add aditional lightning bolts to if you want to change or add them.

    • Improved performance with the rain particles.

    • More sound effects

    • Improved cloud system.

    • And more to come!

    If you guys have any ideas or suggestions Please leave a comment and we'll try to add it in the update.

    We will be releasing a new demo with in a few days so be sure to check it out.
    Last edited: Mar 1, 2012
  50. Prodigious Studios

    Prodigious Studios

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    Sounds great! Can't wait for the update.

    When do you guys plan on releasing it? Also, is the global fog effect similar to Unity's global fog that is a pro only image effect? If so that'd be great.