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Messages - Chingwa

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Hello All,

I'm happy to announce that 'The Samurai Sword' version 1.3 is now ready for download...

Download Here:

This is a minor release that adds new Katana and Wakizashi model options which have the "bo-hi" groove modeled in the geometry, rather than just being rendered in the texture. This might be a minor detailed when viewed from far away but adds to the realism when viewing the katana up close.

As always, let me know if you have problems/questions/feedback etc, either by email or on the forums!

All the best,
Justin Kellis
Tanuki Digital

RELEASE NOTES - Version 1.3
- Added Version of Katana and Wakizashi with modelled "bo-hi" groove detail.

SUIMONO 2.0 - Interactive Water System / Re: Waves all over the place
« on: December 27, 2018, 08:26:10 AM »
Hi Hawk, can you post an image or video of what you're seeing?

TENKOKU - Dynamic Sky / Tenkoku in Unity 2018.3
« on: December 14, 2018, 01:16:57 PM »
A Note about Unity 2018.3
After trying out the official 2018.3 release this morning there seems to be a couple problems when using the Tenkoku prefab, at least in new scenes.  One issue is that the Tenkoku configuration tab fails to load, and another seems to be that in some cases the prefab doesn't even load or respond correctly while playing the scene... lighting, time, clouds... nothing appears to update properly if at all.

It's unclear to me what exactly the issue is, but it is definitely a bug introduced by Unity's new prefab system.

Fortunately there is a way around this bug, and that is to simply create a new prefab in 2018.3.

1. Open up the included Tenkoku Demo scene.
2. Drag the "Tenkoku DynamicSky" scene object from the scene hierarchy into the Tenkoku/PREFABS folder.
3. IF it asks to create a new variant, choose create new "original"
4. Name the new prefab "Tenkoku DynamicSky 2018.3" so that you can tell it apart from the original prefab.

Now in any Unity 2018.3 scene you want to use Tenkoku with, make sure to use the new 2018.3 prefab instead of the original.  This should fix both of the above problems.

Finally, there is another issue where an error message pops-up in the editor regarding prefab disconnection.  This is again because of changes in how prefabs work in Unity 2018.3.  This error can be ignored as it does not affect gameplay in-editor, and will not affect built projects either.  I will release a new update soon that fixes this error for those using Unity 2018.3.

TENKOKU - Dynamic Sky / Re: Depth|ShadowMap RenderTexture warning
« on: December 03, 2018, 04:02:40 PM »
YAY!  ;D

TENKOKU - Dynamic Sky / Re: Depth|ShadowMap RenderTexture warning
« on: November 29, 2018, 05:48:27 PM »
Another thing you can try is to go to the Tenkoku/Textures folder and change the 'renderTex_sky' and 'renderTex_skyFog' textures so that the 'Depth Buffer' setting is set to 16 bit.  Other than these I'm not aware of what other rendertextures the error would be referring to.

I have seen these effects in recent games (Asassin's creed, RDR2, etc) and this is something I would like to add to Suimono.  Because of the background rendering architecture I can tell you this won't be possible in the Suimono 2.x version, BUT it is one of my goals for Suimono 3.0 which I hope to have available sometime in 2019.

I'm not sure why having Suimono in your project would cause a slowdown.  I'm sure I've not ever experienced a problem like this before, perhaps it's a 2018.2 bug...?  I've tested Suimono up to 2018.2.15, and all has worked fine in my testing, but that is not my normal development version so I don't have long-term working experience with 2018.2 yet.  Does doing a delete/re-install of Suimono make any difference?

TENKOKU - Dynamic Sky / Re: Depth|ShadowMap RenderTexture warning
« on: November 21, 2018, 11:32:33 AM »
Hi asims, sorry for the delay.  I've tested in 2018.2.15 and cannot reproduce the problem... because of that it's hard for me to say where the problem is 100%.  BUT if I were to guess I would suggest opening the Scripts/TenkokuModule.cs file and making a code edit...

Around line 780 you'll see this line initiating a rendertexture:
_particleDensityLUT = new RenderTexture(1024, 1024, 0, RenderTextureFormat.RGFloat, RenderTextureReadWrite.Linear);

Ypu can try replacing the "0" with "16" like so...
_particleDensityLUT = new RenderTexture(1024, 1024, 16, RenderTextureFormat.RGFloat, RenderTextureReadWrite.Linear);

Then saving, going back to the unity editor and run your scene again.  I'd be interested to know if this makes any difference on your end?

TENKOKU - Dynamic Sky / Re: Depth|ShadowMap RenderTexture warning
« on: November 14, 2018, 05:12:46 PM »
Is that the full error message?  Are their any code pointers that show where this is originating from?

TENKOKU - Dynamic Sky / Re: How to change the size of the sky dome?
« on: November 07, 2018, 12:53:33 PM »
Hi cosmoraph,

I don't recommend changing the size of the Tenkoku or cloudsphere objects.  This will out multipliers on how they render and will start to render outside the camera, causing clipping.  The sizes are automatically set based on your camera far distance setting.  You can increase FarDistance on your camera which might impove the situation... can you tell me what setting you're currently using?

Hmmm... You could use the included wave ripple effect to simulate this type of thing.  The demo character has an example setup for it using the FxObject prefab.  However this is not a 3D effect, and only gets rendered on the water surface.  There isn't currently a built-in way to do 3 dimensional wave effects like this.

SUIMONO 2.0 - Interactive Water System / Re: increase wave height
« on: October 26, 2018, 07:40:03 AM »
Well as long as we are talking about editing the numbers in the code then you can go as high as you want.  But of course waves will start to look unrealistic pretty quick, which is why I kept the max default at 4.0.

SUIMONO 2.0 - Interactive Water System / Re: Bug with Utility_Save Mesh
« on: October 25, 2018, 10:07:50 PM »
Try giving it a different name, perhaps?

SUIMONO 2.0 - Interactive Water System / Re: increase wave height
« on: October 23, 2018, 02:34:56 PM »
Hi landroos,

The default wave height works on the Beaufort scale which is a 0-12 range.  However you can set the waves to custom and increase the large wave height to be higher.

If you need even larger waves you should be able to edit the UI editor to allow larger numbers. Try opening the Editor/suimono_object_editor.cs file and around line 477 you'll see the following:

Code: [Select]
EditorGUI.LabelField(new Rect(rt.x+margin+10, rt.y+200, 120, 18),"Large Wave Height");
script.lgWaveHeight = EditorGUI.Slider(new Rect(rt.x+margin+165, rt.y+200, setWidth, 18),"",script.lgWaveHeight,0.0f,4.0f);

Changing the '4.0' at the end of the second line will allow you to make the max wave height larger.

Hope this helps!

Hi Damian.  Thanks for the heads up.  I've been away the past couple weeks and have not been able to answer here, but I will take a look at this code and your suggestion when I return this weekend.

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