Tips:
Crosshair: show target info
Click when target is red: play voice target info
Click when target is green (only on big poster): Play sample reading voice.
(L) Keyboard : flashlight
the baked light…is not really baked on terrain (too poor resolution) but is baked on a transparent plane (not totaly transparent … sig!) it can be see near the wood fence.
Did you use a Unity terrain or a mesh then? One suggestion I would make would be to add a faster walk option (shift key + arrow key) so you can navigate around the scene faster.
I also thought that adding the Unity player to your website banner was a clever / interesting idea. I’ll be interested to see how successful that ends up being.
Thanks for comments. Strange!.. I spend many time to optimize the project. (Occlusion culling, baked light and shadows…etc)
I try it on my old Dell notebook (2005 with 6800go 128mb card) and it run smooth!
Can you post your hardware specifics?
Thanks
bigkahuna:
Thanks for your valuable advice.
The scene is made by 5 Unity terrain. 3 for background and 1 for the playable area and 1 for the top of the mining cave.
The shadows are baked with unity on a rectangular transparent gameobject.
Inside the mining cave i use realtime light (no beast)
I did use a standard fps prefab…i will try tu use an enhanced version.
I like what you’ve done! All the graphic elements are very tighly integrated. The ocean fades nicely into the skybox, the textures on the cliffs are very clean and realistic. It’s obvious you’ve created a lot of 3D terrains before! I’m running it on my Macbook Pro (core duo 2 with x1600 graphics) and it runs reasonably well.
Thanks very much…bigkahuna … I’m a novice in unity (only few months) but yes…my job (many years) is making 3d model of real environment from real CAD data.
In unity I found a quite easy way to give a dinamic viewing of my jobs.
I did spend many hours on this forum and i’m very happy to obtain a good result.
thanks to all
max
p.s. i found not quite good performance on ATI cards
Your terrains are really nicely done. Would love for you to give a tutorial on how you build them from terrain data (DEM’s?). Not sure if you want to share your methodology, but it’s obvious you’re an expert on the subject.
For my jobs i don’t use standard Dem data (too smooth and less detailed).
I make a Digital Terrain Model from aerophotogrammetric cartographical data file (vectorial CAD format).
I make a selection of the best layer that describe the Orography of my area.
I take contour, breakline (scarps, roads…etc) and point data.
After i make a Digital triangulated model that can be joined in a single mesh.
I use only Bentley Microstation for my models (terrain and buildings).
On Unity i open my mesh and convert it in a Unity terrain (Object2Terrain on wiki)
Sorry for my rusty english!
Max
Wow, that’s an interesting method, especially that you use Microstation for terrains. I wasn’t aware it was good for that.
Do you find that you loose a lot of accuracy when going from a 3d mesh to a heightmap? That’s been my concern as it effects things like road heights, building placement, etc. When I’ve done it (and I’m still in the experiment and learn phase) I’ve had to tweak the heightmap by hand so the ground matches building foundations, etc. Do you do the same or what is your approach? Sorry to be so inquisitive, but you’re one of the few experts on the topic!
I have to step in and say that this is wonderful job you did here. Is this your own project or did someone bought it as a service from you?
Good luck Massimiliano.
And by all means continue the discussion about terrain building solutions. Very educational stuff to read