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Re: Unity 2.5 for Windows - sooner than you think [Re: amy] #256895
03/19/09 13:09
03/19/09 13:09
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ortucis Offline
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There are other engines with proper shadow support (C4 to Leadwerks) than GameStudio (which I am not even talking about as far as shadows are concerned).

Decal shadows look like crap. Unless Unity has some magical way of making them look like actual shadows and not.. well, crap.

Anyways, shadows or not, it is still an impressive package. Just don't expect to create Doom 3 replioa with Indie version though. :P


PS: Can anyone forward me to a good demo showing Indie shaders in action?


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Re: Unity 2.5 for Windows - sooner than you think [Re: ortucis] #256898
03/19/09 13:27
03/19/09 13:27
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Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Originally Posted By: ortucis
Can anyone forward me to a good demo showing Indie shaders in action?


You dont need a special demo for it. The shaders are the same in every edition. They are part of the material editing. You apply textures and you choose a shader from a drop-down box. I remember normal, spec and parallax mapping. But there is much more than that.

And the advantage of in-built shaders is: They just work with shadows, fog, different lights, whatever, no need to worry about.


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Re: Unity 2.5 for Windows - sooner than you think [Re: ortucis] #256899
03/19/09 13:31
03/19/09 13:31
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fogman Offline
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Believe me, we (Indies) can´t create a Doom 3 replica, even with id Tech 4.


no science involved
Re: Unity 2.5 for Windows - sooner than you think [Re: Machinery_Frank] #256903
03/19/09 13:42
03/19/09 13:42
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ortucis Offline
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Originally Posted By: Machinery_Frank
Originally Posted By: ortucis
Can anyone forward me to a good demo showing Indie shaders in action?


You dont need a special demo for it. The shaders are the same in every edition. They are part of the material editing. You apply textures and you choose a shader from a drop-down box. I remember normal, spec and parallax mapping. But there is much more than that.



Yeah I already know that.. except for the part that they don't seem to change anything. Setting parallax options shader for rocks for example, still looks the same (I generated bump map as well). I guess I should really RTFM at this point but having a proper demo wouldn't hurt.

Any games made with Indie license that are worth looking out there? I mean, there are users following Unity here for sometime now it seems. I am sure you guys must have found few interesting demos.


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Re: Unity 2.5 for Windows - sooner than you think [Re: ortucis] #256904
03/19/09 13:44
03/19/09 13:44
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The coolest game is Nombz!


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Re: Unity 2.5 for Windows - sooner than you think [Re: ortucis] #256906
03/19/09 13:46
03/19/09 13:46
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fogman Offline
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I use indie for learning purposes.
When it goes serious, there will be enough money for pro.

You can attract publishers with the indie version, should be no problem due to my experience.

You can attract them even with a standard Lite-C project.
What really counts is gameplay.

A quote from a german consultant:
"Every poor devil is able to do shadow mapping nowadays.
You´ve to show unique and addicting gameplay."

Hard, but true. crazy


no science involved
Re: Unity 2.5 for Windows - sooner than you think [Re: ortucis] #256912
03/19/09 14:33
03/19/09 14:33
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Machinery_Frank Offline
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Originally Posted By: ortucis
Setting parallax options shader for rocks for example, still looks the same (I generated bump map as well). I guess I should really RTFM at this point but having a proper demo wouldn't hurt.


You probably forgot to add normal, spec and height maps. You have to add data to the alpha channel into your textures. I tried with my sci-fi textures and it worked right from the beginning. I did not read a manual for that. So the information must be available right in the editor.


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Re: Unity 2.5 for Windows - sooner than you think [Re: amy] #256913
03/19/09 14:35
03/19/09 14:35
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Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Originally Posted By: amy


Quote:
From what i understand, shaders are not included in the indie version.
You got that wrong.



my mistake


Quote:
Believe me, we (Indies) can´t create a Doom 3 replica, even with id Tech 4.


no ones asking for that, but I do think it should cost 1.5k for some dynamic shadowmapping, and to be able to do interesting things with the screen. take that blurbz game or whatever that amy posted. That simple game is not possible without pro, because you couldnt simulate the water. It is very much a part of the game tho because it gives you a relaxing subtle ambiance to contribute to the overall game.

Last edited by lostclimate; 03/19/09 14:53.
Re: Unity 2.5 for Windows - sooner than you think [Re: lostclimate] #256934
03/19/09 16:24
03/19/09 16:24
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Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Originally Posted By: lostclimate
take that blurbz game or whatever that amy posted. That simple game is not possible without pro, because you couldnt simulate the water.


I did not see shadows in the blurbz game and water is also possible in the Indie version. blurbz indeed could be made in Indie. The real interesting part of this game is the artwork, everything else is not at the edge of technology and it does not have to be there.


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Re: Unity 2.5 for Windows - sooner than you think [Re: Machinery_Frank] #256946
03/19/09 17:31
03/19/09 17:31
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Bay City, MI
lostclimate Offline
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Im not referring to thw shadows, look at the water itself, its subtle but there is some faint waivering there and some other post processing effects which you can't do without pro. I Also hate when people refuse that the ability to add to the the ambiance of a game adds a great deal to a game. It's not just the great artwork, or the great gameplay but also the ability to pull them together into look that naturally fits together.

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