Dungeon / Underground areas

I was wondering if anyone could explain how one would go about building an underground or inside type area. Would one need to model the entire area in 3d application?

I have been trying to get my head around this but really don’t know where/how to start.

Anyone have some tips or example projects where the action takes place in a dungeon underground or something?

I suggest you for creating a scene which will look as underground place.Or make an underground rooms and put them beneath the floors .

Hey bud, that’s EXACTLY what I’ll be working on next LOL Fortuitous moment eh? :wink:

I’ve been outlining how I would create a Dungeon over the last week. I have two appoaches I have considered.

Creating a Dungeon[/b]
First create a new scene.
I discovered I could make “Walls” for my game by creating a GameObject Cube:
(It’s right there on the menu on the top) Then I added a mesh collider to the GameObject Cube.
I then resized the cube/mesh until my wall was approximatly 24’ (A large wall section)
Then I added the standard texture Path Rock. I’m not quite sure of the exact texture name, but play around with it choosing the texture that you like best.
I realized when creating my “wall segment” that, hey wait a minute, I can expand this concept to an entire Dungeon!
All I have to do now is place my “Walls” and design a room! From there I can make hallways!
After designing your entire level with rooms and hallways, and populating with your favorite mobs, And Light sources! You would start to create your ceiling tiles by either rotating a wall so that it is now horizontal, and laying it ontop of your walls, or One huge wall and lay it flat, and horizontal on top of your walls, like a lid to a box!
My second approach to creating a dungeon
is pretty much the same except, I realized that we are in a 3 deminsional space! If we use the terrain editor and create a terrain, we are actually limiting ourselves to a flat Dungeon.
BUT if we use those walls that we created as FLOORS,and Ceilings we can make sloping hallways leading up or down giving a far more interesting experience to the player. "Walking up a slope of 30 Degrees into a main room, etc!
End of creating a Dungeon
More thoughts on adding variety to the Dungeon
I’m also going to play with taking screenshots of the walls, then importing them into Paintshop pro, or Photoshop, from there I’ll be able to customize the textures of the walls with different colors then I’ll import my “Colored wall” back into unity as a texture, and apply the different textures I create in Photoshop or Paintshop pro to my GameObject Cube!
I’ll start work on creating a Dungeon this week, and I’ll make sure to take plenty of screenshots so that I can make a tutorial. It will be a great learning experience for myself, and something I can give back to the Unity community :stuck_out_tongue:
Someone made the comment, newbs helping newbs and I really liked that concept! Since I’m a Newb!
EDIT
I JUST HAD AN EPIPHONY while thinking about textures for dungeon walls! I’ll do a search in Google for Caverns, Necropolis, Catacombs, and take the images from the search and use them in photoshop to apply to my walls!
Jim Cullen

A collection of cubes is not a great idea just because you will have a crazy number of draw calls. If you have two cubes with one light shining on them, you will have two draw calls. If you combine those cubes into one mesh, then you will only have one draw call.

So I would model your maze in your 3D modeler. Blender is a good one if you need one and it’s free. The trick is to combine enough of the walls and floors to save draw calls, but combine to many and you will end up with extra verts.

Or you can use your cubes and the MeshCombineUtility to put some together.

Page on optimization http://unity3d.com/support/resources/unite-presentations/performance-optimization

Depth Mask wiki page. Let’s you cut holes in objects like terrains. http://www.unifycommunity.com/wiki/index.php?title=DepthMask

This is in blender? I have downloaded Blender but haven’t started working with it yet.

Thanks again,
Jim Cullen

The MeshCombineUtility comes in the Unity standard assets. You do it directly in Unity.

Oh most excellent!
Does that mean we can still proceed as planned and at the end of the process we use The MeshCombineUtility?

Thanks again,
Jim Cullen

Yes. Make sure you only combine a reasonable number of cubes though.

See this for optimization http://unity3d.com/support/documentation/Manual/Optimizing%20Graphics%20Performance.html

If you want to get something quick to play around in, I suggest you use Google SketchUp. Very easy to do with it’s nice friendly interface. Using Blender will make you better off in the long run, but sometimes getting something up and running into your game is preferable.

Oh, hey I got that Dungeon working tonight. It needs a lot more work, but not bad for a few hours work!

You can check it out here! Just run due North through the town then you’ll zone into my sandbox zone I’m working on, keep running due north and you’ll see the dungeon zone in. I left all zones North with White blocks as zones. The zones south I didn’t use blocks, I was experimenting.

http://www.jcprojects.org/game/myfirst.html

Remember just run north.

Jim Cullen

And… which way is north? there’s no compass.

@Ramen Sama. Read the paragraph at the bottom.

I guess for a dungeon you could create it in an outside package to get greater detail? I am new to unity but this is what i would try first off. You can keep the P.Count pretty low but still give it the overall ‘dungeon effect’.

I guess I get the concept. If I create a “cave” model in blender, and import that, I should be able to get it together now. It will be interesting and fun to figure this out.

@Sydious

Everything I’ve done so far has been done in Unity3D.
I’ll be starting to work in Blender soon, but I’m a strong believer in getting working prototypes working first and then refining my work.

I’ve posted the link to my WIP so you can check it out. The Dungeon that I made took about three hours work the other night.

Once again you can check out my project at:

http://www.jcprojects.org/game/myfirst.html

Jim Cullen

Jim,

I like what you have done so far. That’s all just textured cubes stacked together?

Did you do anything special for camera control?

I’m curious about making uneven walls in blender and putthing them together like that.

Keep up the good work.
I would really like to see this game progress.

Thank you so much for the compliment.

Those are all just textured cubes from unity! All I did was in unity:

Click on gameObject (on the toolbar) select cube. Place the cube in your scene.
Then with your cube selected, component → physics → mesh collider, then choose the resize tool over on the left and stretch your object to your taste.

Finally go looking for a texture that you want on your “wall”. You can use the textures provided in Unity, which is what I did for the floor of the dungeon, and the walls of haggletown.
Or you can go looking for suitable images on google for walls. I then used paintshop pro for resizing and cropping of the images I found on google so they would be acceptable textures.

Finally I imported the new images into unity (Asset Import) and then just drag and drop onto my cube/wall!

On camera control, I used the wow camera scripts from right here in the forums! I have to give a big thanks to all the folks that worked on the wow scripts!

Jim Cullen

I used a cavern building kit made by Cosmic Prophet for FPS creator http://www.fpsfree.com/featured/CosmicProphet/CosmicProphet.htm. Here is a walkthrough. The cavern part starts at about 1:30
http://www.youtube.com/watch?v=AovPEsHemX4

Hmmm. Interesting. I downloaded the Cave Kit but I am not sure what I do with it now. It looks like it is made for FPS Creator. How do I use this in Unity?

It is in directx format and you need to convert it to FBX. I would like to post the files that I converted but I am not sure if that would be against the terms of use. Any lawyers out there?

Anyway, Fragmotion does a good job of converting from directX to FBX.