Friday, 22 March 2013

Terrain Picture

 
Here are some update pictures of what the tarrain looks like so far we have added the tree and other assates to the tarrain
 


 
Here is one of the planets the toop made which has been added to the tarrain.
 
 
This is a view from under water to show that the codeing that alice did makes a mist under a serten level.
 

 
above are the two panaramic views of the canyon.
 

Here is the pod in the new tarrain

 
A.I that JJ made in the tarrain textureing needs to be finished
 

 
Above are the two pictues of the inside of the pod to also show how the textures have filped onto the wronug parts of the pod maybe me combineing the pod in maya moved the uv textures i will have to find out whats wroung.
 
Problem:
 
  • Texturing of the pod
  • Lighting of the tarrain
  • Making the mist underwater thiker.
Things to Do:

  • Changing the mirror texture
 

Viney tree Unity Tree Maker

Used Unity's tree maker software to create a new tree for the game. This tree has vine like branches which hang down and will hopefully give a more swampy effect to the terrain.

Green Fog for Underwater Script

using UnityEngine;
using System.Collections;

public class Underwater : MonoBehaviour {

 //This script enables underwater effects. Attach to main camera.

    //Define variable
    public int underwaterLevel = 1064;

    //The scene's default fog settings
    private bool defaultFog = RenderSettings.fog;
    private Color defaultFogColor = RenderSettings.fogColor;
    private float defaultFogDensity = RenderSettings.fogDensity;
    private Material defaultSkybox = RenderSettings.skybox;
   

    void Start () {
     //Set the background color
     camera.backgroundColor = new Color(0.70f, 200, 0.15f, 70);
    }

    void Update () {
        if (transform.position.y < underwaterLevel)
        {
            RenderSettings.fog = true;
            RenderSettings.fogColor = new Color(0.70f, 200, 0.15f, 70);  < This is where we have changed the colour.

            RenderSettings.fogDensity = 0.2f;  < This is where we have changed the density
           
        }
        else
        {
            RenderSettings.fog = defaultFog;
            RenderSettings.fogColor = defaultFogColor;
            RenderSettings.fogDensity = defaultFogDensity;
          
        }
    }
}

Thursday, 21 March 2013

Underwater Script

using UnityEngine;
using System.Collections;

public class Underwater : MonoBehaviour {

//This script enables underwater effects.     //Define variable
    public int underwaterLevel = 1064;

    //The scene's default fog settings
    private bool defaultFog = RenderSettings.fog;
    private Color defaultFogColor = RenderSettings.fogColor;
    private float defaultFogDensity = RenderSettings.fogDensity;
    private Material defaultSkybox = RenderSettings.skybox;

    void Start () {
    //Set the background color
    camera.backgroundColor = new Color(0, 0.4f, 0.7f, 1);
    }

    void Update () {
        if (transform.position.y < underwaterLevel)
        {
            RenderSettings.fog = true;
            RenderSettings.fogColor = new Color(0, 0.4f, 0.7f, 0.6f);
            RenderSettings.fogDensity = 0.04f;
          
        }
        else
        {
            RenderSettings.fog = defaultFog;
            RenderSettings.fogColor = defaultFogColor;
            RenderSettings.fogDensity = defaultFogDensity;
          
        }
    }
}


This is the script we have used for the underwater effect. We have added it to the main camera.

Monday, 18 March 2013

18th March Discussion

Alice: Door animations with scripting have been completed.
To do: Health control script/death spot, underwater effects script.

Alistair: House pod completed (may need some tweaks) .
To do: Terrain needs a few more textures and lighting adjustments + plants.

Toop: Made a plant asset (scenery), mostly completed a tree asset and did textures.
To do: Make more assets, non-fruit plants + fruit plants.

JJ: Model of AI is complete, texturing is nearly completed.
To do: AI needs UV unwrapping and to be rigged.

Cat: Made plant asset (respawn point).
To do: Health control script/death spot.


Solar Panel Code

function Update () {
        transform.Rotate(0,2 *Time.deltaTime);
}

This is some code that Alistair found that we could use to rotate the solar panels to make it look like they're following the sun.