[i tried] receiver in unity 5

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rodeje25
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Re: [i tried] receiver in unity 5

Post by rodeje25 » Fri Apr 17, 2015 1:58 am

I think the turret's and especially the drone's colors look waay too bright and need some tweaking.
Other than that it looks great.
I think having the text all the time on screen by your gun will be annoying and i think it woul be cool if we could make a tutorial wich ends with if you forgot something just press the question mark to bring up te controls. And then there's a little question mark by your gun.

Let me know if you wanna make a tutorial then i'll make a tutorial map when school is over (it's friday so i'll have no homework and i can work on it for the rest of the day)

3draven
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Re: [i tried] receiver in unity 5

Post by 3draven » Fri Apr 17, 2015 3:54 am

I'm trying to load in the levels with LoadAsync to get rid of an instantiate hiccup. Well the colors indicate the parts (sensor, camera, ammo case), makes it easier to aim. But I could tone them down a bit.

Will be looking into threading for the AI if it's doable.

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rodeje25
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Re: [i tried] receiver in unity 5

Post by rodeje25 » Fri Apr 17, 2015 4:25 am

And what about the tutorial?

3draven
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Re: [i tried] receiver in unity 5

Post by 3draven » Fri Apr 17, 2015 4:39 am

Well not any plans at the moment. Maybe a virtual firing range to show the basics with drawn "paper" targets?

Anyway without the oryginal voice over added it would be strange.

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rodeje25
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Re: [i tried] receiver in unity 5

Post by rodeje25 » Fri Apr 17, 2015 4:44 am

3draven wrote:Well not any plans at the moment. Maybe a virtual firing range to show the basics with drawn "paper" targets?

Anyway without the oryginal voice over added it would be strange.
I'm on it

progress on the shooting range:
[+] shooting range
Image
next up are the textures

done!

the shaders aren't the same as in receiver but the textures are receiver like.
so you'll have to fiddle around with the shaders to get that right. i also included some guns with a rigid body (you can't use them they're just for the show so the table isn't so empty).
do with it what you want! i hope you like it.

(link coming later because i just realised i forgot to put targets in the range....)

3draven
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Re: [i tried] receiver in unity 5

Post by 3draven » Fri Apr 17, 2015 12:56 pm

Guess either of us could model in some locker models & probs to fill in the back area.

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rodeje25
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Re: [i tried] receiver in unity 5

Post by rodeje25 » Fri Apr 17, 2015 12:57 pm

3draven wrote:Guess either of us could model in some locker models & probs to fill in the back area.
there are no probs, the table is part of the whole model (yes i know i shouldn't have done that but forgive me i'm a noob)

edit:
[+] a screenshot in unity
Image
edit edit: it's finished!!!

link:
[+] for hiding the big link
https://www.dropbox.com/s/omj1bmr3azvxt ... ckage?dl=0
aaaand i just got what you were talking about.....
well i don't know what you wanna put in the back but.... we could put on the left side a table with ammo on it and on the right side we can put probs of the guns like now and then a ui on wich you can click to select a gun (same for ammo).
i'll make a video of that and upload it to my channel of that.

3draven
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Re: [i tried] receiver in unity 5

Post by 3draven » Thu Apr 23, 2015 3:01 am

Still some remeshing to do. Finished all of the stair areas. Redoing the area with underground pipes (making it a little more accessible). Mostly stuck on polygon reduction in models (pretty time consuming).

My day job is eating up most of my time atm (got a high priority project). Once it's finished then I'm back to the rebuild.

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Re: [i tried] receiver in unity 5

Post by 3draven » Sat Apr 25, 2015 3:35 am


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rodeje25
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Re: [i tried] receiver in unity 5

Post by rodeje25 » Sat Apr 25, 2015 8:33 am

Nice just.... Nice

3draven
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Re: [i tried] receiver in unity 5

Post by 3draven » Thu May 07, 2015 1:50 pm

Some gameplay footage
https://www.youtube.com/playlist?list=P ... 6zwVKz4RjJ

Sorry for no audio new to fraps. It will be there next video updates.

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Thomason1005
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Re: [i tried] receiver in unity 5

Post by Thomason1005 » Fri May 08, 2015 2:29 pm

nice you should make the concrete texture bigger though. it tiles pretty heavy atm
but its coool man

3draven
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Re: [i tried] receiver in unity 5

Post by 3draven » Sun May 10, 2015 5:20 am

OK so I sat down last evening and messed around with blender's AO generator. Unwrapped a whole level and generated its ambien occlusion map. Got it in-engine on to the model. Baking it should take off some work from the GPU.

There's also one bonus to this edition.....enlighten started working so we will have nice bounce lights in the levels and hopefully lamps will be able to have pre-computed bounce glows which hopefully might add more FPS!!!

The bad side....I have to remap / lightpack all of the levels.....

AO map in place
https://drive.google.com/file/d/0B_hiOd ... sp=sharing

Enlighten working
https://drive.google.com/file/d/0B_hiOd ... sp=sharing

https://drive.google.com/file/d/0B_hiOd ... sp=sharing

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rodeje25
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Re: [i tried] receiver in unity 5

Post by rodeje25 » Mon May 11, 2015 3:08 am

Did you note the fps you had BEFORE you started optimizing?
Because with the new ssao and bounce lights and so on i'm worried about older computers.

3draven
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Re: [i tried] receiver in unity 5

Post by 3draven » Mon May 11, 2015 12:35 pm

Yes the fps on the vanilla version when I switched to the pbr shader were around 50 fps but would drastically drop while travelling deeper into the levels (usually to around 19 and below).

I'm currently experimenting with enlighten to get GI into the levels and pre-baking the AO pass in blender so it won't be calculated at run-time. This should boost the fps as well eliminating some of the dynamic lighting.

I still have to mod the standard shader though to allow tileable textures + an ao pass on a separate uv layer.

Enlighten test in action

https://youtu.be/fexxqKGT8wc?list=PL5y3 ... 6zwVKz4RjJ
https://youtu.be/fexxqKGT8wc?list=PL5y3 ... 6zwVKz4RjJ

Updates are a little slow this week because I have to teach myself blender on-the-fly (been using max & maya for the past 10 years)

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