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Johannes

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Everything posted by Johannes

  1. Johannes

    Grunt1914

    Tomorrow the public Beta for Grunt starts! it will run from tomorrow until next Sunday! If you'd like to join us check our Facebook, Twitter or Discord! https://twitter.com/grunt1914 https://discord.gg/Tc5b7D9 https://www.facebook.com/Grunt1914/ Join us for some fun this week!
  2. Johannes

    Grunt1914

    Hi guys!I have updated the main post and added a lot of new information and updates, please let me know what you think!
  3. How about a raycast or linecast on the skinned mesh part? I guess you'd just stop and play the animation on and off based on collision detection?
  4. https://www.youtube.com/watch?v=GEQSaF4LPgk
  5. Johannes

    Theorem

    Really nice trailer good job!
  6. These issues dont seem hard to fix, especially for someone as experienced as you, dont think you'll have any real issues. If you wanted to you could make a fun full featured arcade shooter like this.
  7. That was really fun! Good job. Liked how smooth it felt.
  8. Johannes

    Grunt1914

    Hi guys, its been a while since I posted here. I'm happy to say this project is still moving forward my team just hasn't had enough time lately to work on it but now we are making progress again. I have updated the main post.
  9. Same. Paint.net with plugins is more than useful.
  10. @Theantman Your game looks like crap, it plays bad, you are using the default UI and you obviously have no experience or skill in creating video-games on any level. Yet here you are bashing people who are way ahead of you in the industry. This game looks like something out of the 90's that even then would've looked bad, you have no artistic direction here and your attitude obviously isn't helping. This is easily the worst project I have ever layed eyes on and I wasn't going to say anything until you started bashing people on here for trying to help you.
  11. I'm just asking Nah I was more looking at the wheel I think itll look weird but if that works for you thats cool. Overall the topology is good.
  12. Looks cool, why so many sharps though? Wouldn't an edge modifier work better?
  13. This is like a copyright bomb right here. Chucky fighting Ronald fighting Rambo.
  14. 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.
  15. 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.
  16. Depends on how you want shaders to react, for this one use standard surface.
  17. 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.
  18. 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.
  19. 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
  20. 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
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