Hi,
I’m new to Unity (just got the demo running), and am working on the following project which will use online 3d to show crazy dystopian plans for Amsterdam.
you can see a very preliminary stage of it here : http://www.logoparc.com/game0.2.html
(which will serve as a proof-of-concept for purchasing this package to go on with the project in a virtual way)
As I never made any shader, and that I’m not really a coder (doing some flash, html etc, but no real hardcore js or so), I’m looking for some help on this…
The other aspect of sand which interest me, are the traces it leaves when you pass through it or walk on it…
For that, I see 2 possibilities :
We could either use particles and collision with the FPS mesh?
Or we could use a mesh deformer?
All ideas and input are welcome!
this is a very exciting program and tool to show big-scale urban concepts!
thank you all
cheers
That looks neat. It’s been interesting seeing all the things people come up with in Unity. (Although I think the default FPS mouse speed is about 20x too fast )
I’m still a Unity newcomer but I think a texture (no custom shader needed) could make nice sand–it could even have a “fake bump” in the detail texture.
For kicking up sand into the air, particles sound useful (you can emit from a polygon/mesh to control the exact pattern of “spray”), but for leaving marks IN the sand, some kind of decal texture and/or actual mesh deformation sound like good possibilities.
ok great, I’ll have a look at Elias’s wall deformation technique…
quick question though, in the exemples that are posted at unity3d.com/exemples, how to add those assets and library INTO an existing project (which has already its own library and assets… (so to avoid overwriting and losing crucial stuff)
I tryed mesh-emitting for particles, but it didnt work out yet… I’ll try harder
With particles you need a “particle emitter”,then add a “particle animator”, then a “particle renderer”. Alternatively you could parent a “particle system” to your game object.
If making sand that “kicks up” as you walk I would be keen to hear how you do it(when standing still you wont be kicking up anything I assume)
Good luck
AC
gon wrote:
“how to add those assets and library INTO an existing project (which has already its own library and assets…”
Export/Import package is your friend here.
well, when you go to unity3d.com/examples, you get to download a zip with 2 folders in it: assets and library.
so when I use Import package, then it won’t take a folder, it needs a .unitypackage file…
what do i have to do to (for ex) try Elias’s wall deformation?
He is giving code which needs to be placed into the gun’s scripting area, so basically I’d like to test that without destroying my own library and assets with which I’m working now…
sorry for the easypeasy question, i just can’t figure it out…
To get my script into the project, copy and paste the scripts from the post into two new javascripts in your project. Then, drag and drop the new scripts (whatever you want to name them) onto the machine gun in the scene and the mesh you want to deform. I’ll post the new scripts up right now - I have them working pretty fast, but not fast enough for anything like the mesh deformation you describe in this post.
sorry for not getting back to you on this, but there has been much going on about the project we are developing.
If you could afford some time to have a look at the Logo Parc project under Collaboration on the forum that would help us allot in order to get further with the project’s features : http://forum.unity3d.com/viewtopic.php?p=23164&highlight=#23164
Maybe you could post your deformation script there?
Thank you so much for the time, tips and dev-work,
gon see if you can find a game called "the Mummy"Based on the films. Its a third person shooter where the charcter leaves footprints. Looks like it instantiates small flat alpha planes on collision. A little Quirky, but an idea?
AC
Thanks for the tip, dropping sprites, yes good idea, but does it “add” up on the bump map of the floor mesh, or… maybe i misunderstood…
I’m now posting all the features devided in technical issues.
I am very much New to unity 3d , I am into a learning process now and i have come to a point where in i need to create a sand boulder of sand . Below are the question listed,
1.how to create a sand boulder
2.if i have the sand in a container and the container falls down how can i apply physics to it.
3.Is it possible that the player can take some sand on his hand ?
Thank you for the replies and thank you all for the time what you have spend for this.
Wow, digging up an old thread. The OP has not posted since 2006, and his site is down. So your probably not going to get answers here.
As I think about the concept of sand, I think that you would be running physics particles and that would get very expensive. (processor expensive) You can fake sand, but I am sure it’s not what you are looking for.
I think as far as any realistic method, it would get too processor heavy to use.
Tricks:
A pile of sand has X mass, thus is X size. Blow off a portion, it now has less mass and thus is less scale. Just have particle effects that make it look like it’s blowing off.
A very similar trick can be used in sand in someone’s hand, it is X scale, as stuff falls out, you have particle effects mimic the stuff falling out, and reduce the scale of the sand.
Sand in a container is a different animal. Say you have a 12 sided cylinder, you could calculate a subtraction of a percentage of the geometry then fill in the polygons you need. It shouldn’t be that expensive, and probably fill your needs.