![]() Figured I'd deal with that later, maybe "fusing" the prefab meshes together so they are "water-tight"? So when I set my random dungeon generator to higher numbers of blocks, the framerate drops like crazy because of the leaks. * The only issue I'm having right now, is between the joints in the models, the engine can "see" out to the skybox, so essentially it's trying to draw everything off into the distance outside each room. Maybe in keeping with the scaling, some 20x20 or 30x30 rooms? With doorways spaced so that the 10 unit spacing still fits together (like LEGOs). I like that all the tiles are 10x10 and they all link up flawlessly. * More "decorations" for the rooms, definitely! Treasure chests, piles of gold/gems? That sort of thing? Maybe chains on the walls or hanging from the ceilings (which would look cool in FPS or over-the-shoulder, but probably not for top down, I guess). What I'd love to see:ĭefinitely more variety - maybe some tiles with cavernous walls instead of brick - and rounded? Tunnels? Phex: I'm really liking what you've done so far! That door scaling issue I had was definitely related to another plugin, not your models. Sorry for typing so much - I tend to ramble. ![]() ![]() Especially for dynamically building levels! If you keep making them, I'll keep buying them! I'm sure there are many others out there that feel the same and appreciate your work!Īnyway. Would love to see some more add-ons that snap-fit together with this tileset for even more variety (larger rooms, more stairs, some more decorations and such to liven it all up) - but definitely keep the same look/feel/scale, etc, so they can all snap together seamlessly - makes it sooo much easier on us non-graphical-coder types. KEEP UP THE GREAT WORK! I'm a horrible modeler with very little experience on the graphics/animation end, so finding great assets like this totally makes my day! I LOVE it! If it all comes together nicely, I'll send you a link to see what I've done. I'm working on creating a dungeon randomizer, and this tileset was EXACTLY what I needed! Small, clean, block sized pieces that I can create prefab blocks out of, and spawn/spread out the blocks using some code I'm working on. If there's a second bugfix that I missed, please let me know.Īside from that (I can scale the prefabs myself, if need be, but I like to have everything all packaged neatly so any changes I make to the original files don't get over-written by later bug-fixes, if that makes sense? So I don't have to unfix my fixes). Not sure if I needed the bugfix - maybe that messed up the scaling? After importing both unity packages, I loaded the demo-scene:the doors and crates are scaled too large (they're larger than the rooms - see attached screenshot). Just purchased, and want to make sure I got the latest version - I also imported the bugfix. Independent and commercial license available Our well known little Worker has visited my dungeon tileset and took some photos of his journey. Tables, stools, shelfs, barrels and some more crates. Just import into Unity and start building your own dungeon.Ĭomes with a bunch of interior assets like animated doors and crates, Low polycount only 150 - 1100 tris per tile. 30+ items, like books, foods, weapons and moreĭon´t miss the Dinky Dungeon Level Generator by Vertex Stream 25 new interior models, like banners, chests and more ![]() To handle such a situation in an easy way, we simply take our tileset in the database and copy it into an empty slot.Finally i did it, the Update is released. We could maybe try to use parallax overlays that we turn off and on or have one event with the bridge image and the others “just” with the passabilites, but there is a much easier way. Now imagine we might have a huge canyon like area with several different bridges which would clutter our map with events that are pretty annoying to set up and depending on the amount of these and size of our map could cause lag for players with an old computer if we have a lot of other stuff going on on that map. For example here, due to the bridge being bent and having some additional light and shadows, we also would have had to set up a lot of events with different images as well. Depending on the amount of tiles that make up your bridge the amount of events on your map could easily grow a lot.
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