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Everything posted by Johannes

  1. MCDONALDS ZOMBIES (Third Person Shooter Android)

    This is like a copyright bomb right here. Chucky fighting Ronald fighting Rambo.
  2. E.D.E.N. Station

    Yeah, probably would make fun level to play. This level of graphic detail ins't really game ready though. Shooting it frame by frame takes away the lag, I have something like 250 shadow casting lights in the scene. All the textures are 2K or more.
  3. E.D.E.N. Station

    Hi guys, I recently partook in the Unity #Neonchallenge competition that Unity is currently hosting. This was my submission, called E.D.E.N. Station : https://connect.unity.com/p/e-d-e-n-station And here is my final video : If you guys enjoyed the video please leave a like on my submission page, it helps allot.
  4. Grass by blender for unity ?

    Depends on how you want shaders to react, for this one use standard surface.
  5. Grass by blender for unity ?

    Add this shader to your grass and adjust the variables for the desired effect. This is meant for 2D grass but it does still affect a 3D mesh like yours. Shader "Transparent/Cutout/Self Illum Diffuse Shake" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _Illum ("Illumin (A)", 2D) = "white" {} _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 _ShakeDisplacement ("Displacement", Range (0, 1.0)) = 1.0 _ShakeTime ("Shake Time", Range (0, 1.0)) = 1.0 _ShakeWindspeed ("Shake Windspeed", Range (0, 1.0)) = 1.0 _ShakeBending ("Shake Bending", Range (0, 1.0)) = 1.0 } SubShader { Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"} LOD 200 CGPROGRAM #pragma target 3.0 #pragma surface surf Lambert alphatest:_Cutoff vertex:vert addshadow sampler2D _MainTex; sampler2D _Illum; fixed4 _Color; float _ShakeDisplacement; float _ShakeTime; float _ShakeWindspeed; float _ShakeBending; struct Input { float2 uv_MainTex; float2 uv_Illum; }; void FastSinCos (float4 val, out float4 s, out float4 c) { val = val * 6.408849 - 3.1415927; float4 r5 = val * val; float4 r6 = r5 * r5; float4 r7 = r6 * r5; float4 r8 = r6 * r5; float4 r1 = r5 * val; float4 r2 = r1 * r5; float4 r3 = r2 * r5; float4 sin7 = {1, -0.16161616, 0.0083333, -0.00019841} ; float4 cos8 = {-0.5, 0.041666666, -0.0013888889, 0.000024801587} ; s = val + r1 * sin7.y + r2 * sin7.z + r3 * sin7.w; c = 1 + r5 * cos8.x + r6 * cos8.y + r7 * cos8.z + r8 * cos8.w; } void vert (inout appdata_full v) { float factor = (1 - _ShakeDisplacement - v.color.r) * 0.5; const float _WindSpeed = (_ShakeWindspeed + v.color.g ); const float _WaveScale = _ShakeDisplacement; const float4 _waveXSize = float4(0.048, 0.06, 0.24, 0.096); const float4 _waveZSize = float4 (0.024, .08, 0.08, 0.2); const float4 waveSpeed = float4 (1.2, 2, 1.6, 4.8); float4 _waveXmove = float4(0.024, 0.04, -0.12, 0.096); float4 _waveZmove = float4 (0.006, .02, -0.02, 0.1); float4 waves; waves = v.vertex.x * _waveXSize; waves += v.vertex.z * _waveZSize; waves += _Time.x * (1 - _ShakeTime * 2 - v.color.b ) * waveSpeed *_WindSpeed; float4 s, c; waves = frac (waves); FastSinCos (waves, s,c); float waveAmount = v.texcoord.y * (v.color.a + _ShakeBending); s *= waveAmount; s *= normalize (waveSpeed); s = s * s; float fade = dot (s, 1.3); s = s * s; float3 waveMove = float3 (0,0,0); waveMove.x = dot (s, _waveXmove); waveMove.z = dot (s, _waveZmove); v.vertex.xz -= mul ((float3x3)unity_WorldToObject, waveMove).xz; } void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a; o.Alpha = c.a; } ENDCG } Fallback "Transparent/Cutout/VertexLit" } I recommend using a solidify modifier on the grass to have the faces always visible.
  6. Free Model: Modern Building HQ [Commercial Use]

    It does look good overall
  7. 3rd Person Touch Control for mobile!

    You can use one of these and then just set the camera transform correctly as you would like it. https://code.tutsplus.com/tutorials/unity3d-third-person-cameras--mobile-11230 I dont mind helping you but these are things that you can very easily find on google.
  8. Free Model: Modern Building HQ [Commercial Use]

    It does look like BF4 haha so good job. The amount of textures and verts seem a bit high though.
  9. 3rd Person Touch Control for mobile!

    Just drag and drop the control script onto your model, or copy it in the inspector and paste onto your model again. As for the animation, there are a few options, a simple one is using something like setting up a bool that switches true when you have an input down and false when you dont and then have a function that plays the walking animation when the bool is true and plays idle animation when the bool is false. If you dont understand how to use these yet I would recommend doing some tutorials before trying to get into more advanced stuff, you can find some here : https://unity3d.com/learn/tutorials
  10. 3rd Person Touch Control for mobile!

    Here are a few : https://www.assetstore.unity3d.com/en/#!/content/74107 https://www.assetstore.unity3d.com/en/#!/content/58759 https://www.assetstore.unity3d.com/en/#!/content/15233 - I recommend this one https://www.assetstore.unity3d.com/en/#!/content/7394
  11. Check objects position

    Can you share the coding? Its hard to understand otherwise.
  12. Could I get some offline FPS games.

    I think he means recommendations for games to play as an example.
  13. Grunt1914

    Im glad you are looking forward to it Ive invested way too much time and money in the project for me to cancel it, I will definitely release it, probably by end of December this year.
  14. Grunt1914

    Introduction I've decided to finally create a forum post for my game Grunt1914. I've been holding off for months because I dont feel like the game is quite ready for social media yet but I think I need to start putting it out there. We have been working on this game for about a year and a half now. Grunt1914 is a World War 1 themed multiplayer game set in various stages across the war torn world. It is based on the conflicts between the Allies and the Central Powers. You play as a foot-soldier fighting on a variety of maps from around the world at the time. You can play as an American, British, German or Ottoman soldier. You may use any weapon as any soldier meaning the weapons are not locked to their own countries soldiers. Weapons are customizable in that you may add attachments to them in the load-out. Gameplay and content wise the experience will be somewhere between hardcore and casual. The game will be rather realistic but it wont be a "simulator". The game will have alternating weather and time of day for each round, which the match host can select. If you want to play in the snow at night time, that's up to you. If you want to play in the rain at daytime, you can. These factors will have an impact on game-play. Right now the game is using @themars2011's FPS MP kit for functionality but this is being heavily modified by one of our programmers. Content in the game Maps(Finished) Convoy The map is themed as a fueling and repairing location for war trains and vehicles in an undisclosed location in the North of America. The map features lots of cover in that it is littered with inactive or broken vehicles and trains. The map contains many vantage points and naturally thick vegetated areas. The map will feature sunny, snowy and rainy conditions for both daytime and night time. District The map is themed as a small untouched village in an undisclosed location in the West of Germany. The map features lots of cover in that it features many enter-able buildings, walls, and structures. The map has an outlay designed for close quarters combat but also features rooftops for longer ranged weaponry. The map will feature sunny, rainy and snowy conditions for both daytime and night time. Turmoil The map is themed as a war-torn homestead in an undisclosed location in the East of Germany. The map features lots of cover in the shape of terrain deformation due to bombings, encampments, hilltop bunkers, bombed houses and naturally thick vegetated areas. The map will feature sunny, snowy and rainy conditions for both daytime and night time. Solitude The map is themed as a royal cemetery in an undisclosed location in the North of Egypt. The map is very tight in terms of space and will require quick thinking to excel in. The map features lots of cover in the shape of graves, tombs, and tight angles. The map has many hidden spots so keep an eye on those pesky campers! The map will feature only clear conditions for both daytime and night time. Dugout The map is themed as a war-torn battlefield with debris scattered about in an undisclosed location in North-Eastern France. The map features countless war-torn burnt trees, logs and bushes that make for good cover. There are also underground dugouts containing ammunition and supplies for the battles that are held there. Among these there are also makeshift buildings such as bunkers. The map will feature sunny, rainy and snowy conditions for both daytime and night time. Maps(Unfinished) Passage Weapons The weapon list is a work in progress and will continually be updated. Rifles - Lee Enfield Mk I - Mauser K98 - Mauser M1916 Semi-Automatics - MP40 - Sten MK5 - Thompson M1928A1 Automatics - M1918 Browning - MG 15 Shotguns - Remington M10 Pistols - Colt 1917 - Luger P08 Concept Art Here is some of the concept art that has been completed for Grunt1914. Turmoil Convoy District Dugout The game is continually being worked on and I will keep updating as progress is made. Follow the game Facebook Page Twitter and a website for the game will be online soon. There will also be a fundraiser at a later stage.
  15. Grunt1914

    Youd have to talk to her about it although I doubt shell be able to take free work at the moment.
  16. Grunt1914

    I have updated the art and information on the post.
  17. Grunt1914

    The level design and modeling are done by me, and the concept art is done by Paulina Juźwin. Thanks! I hope people will like it too
  18. Grunt1914

    I have updated the art and information on the post.
  19. Need Demonic Horse

    Glad you like it, have fun
  20. Game compression ?

    As for the materials, it wont impact the game's size too much, they are very small, especially after build. Its more a performance thing. Share a screenshot of your inspector in the unity editor, I want to see your file structure. Also, be sure to remove the alpha channels from your albedo/diffuse maps if you aren't using translucent shaders. You can do this by saving the textures as any format that doesn't support and A channel, so there's no transparent channel, such as jpg.
  21. Game compression ?

    Where to start... a Texture in Unity doesn't go higher than the actual resolution of the texture in the inspector. So you dont have to worry about locking the size unless you go lower than the actual resolution. If you want to drastically decrease the size of the textures set them lower in size and change the filtering mode. So, looking at that texture it doesn't even look like you need any texture detail, consider using material color. If you insist on having albedo/diffuse detail you might consider using a single atlas to save on batching performance, as materials that are shared batches those GameObjects together. Other than that be sure to mark all non movable GameObjects as static for occlusion and navigation. There are more ways to increase these savings based on the type of shader you are using and how that shader uses the lighting in the scene. For instance, is it diffuse only or does it support additional maps? Using more than 1 material on a GameObject is never advised, to put it simply, for every new material the gpu has to run another drawcall, so the less you have the better. If these dont assist much please share your file hierarchy so that we can check whether we can sort it better in order to accompany performance gain/size reduction.