Tuesday, 12 March 2013

Unity & House Pod Update ( 3D Work )

House Pod

Below is the main bace for the main charicter his or her House pob these are self contaned houses, that are complete with a Shower, Toliet, Sinks, Kitchen Dining Area, Beds, TV and lots of storage. House Pod is made to be condecned with as little space as possable to save on fual and to get as many people on the ship as possalbe. As you can see below there is an inside iamge and an outside image to show you what it will look like.

Things I Need To Do:
  • Make sure textures work in unity
  • Make sure eveything is UV map
  • Add normal maps to appropriate textures
Problems:
  • After the import into unity as you can see blow from the third image some of the textures had flipped and specular map are reflecting from the wrong angle



Unity Terrain

Below is some screen shorts of the unity terrain with textures that were made by toop, these includ normal maps to add realism and shad. I have been adding in the plant & tree modles that the other members of the group have made, I had some trouble with importing the modles and adding them to the terrain painting tool for trees and making the normal maps show in the game as well by haveing to add a material to the lighting to get it to work.

Things I Need To Do:
  • add a Nature/Soft Occlusion shader to some of the models to make shadows
  • add more texture toop will be making
Problems
  • trying to get a plant that is painted on the water i had to make an invsable terrain and paint the plants on top of it as you can see below this worked
  • importing the modles and adding them to the terrain painting tool for trees bcecause of it not having a valided mesh render: But i found out the i had to delet all the history in maya and combine it into a single mesh for this to work and add an Nature/Soft Occlusion shader to get shadows




Monday, 11 March 2013

Monday 11th March Group Discussion

Okay here is the down-low

For the end of this week -

Alistair -
Finish off the texturing on the pod, and finish the terrain adding in the 3D assets that everyone else will have done, plants mainly. and using Toop's textures for the terrain.


Alice -
If you can work on getting the health control scriptand death spots working, we want deathspots preferably where ever the methane trees are so a small sphere radius?
Also for the health control we are thinking decrease health by one every 120 seconds I think its should work you just need to literally change the seconds in the script and the decrease health from i think it was 5? to 1 ? if theres any problems though I'll help out and brainstorm


Cat - I'm going to be using the unity book and hopefully ill get fixing the door animation and adding javascript code to it to make it open so its using a onMouseDown function also I will be adding the pick up code on to the plants using what we did last year with tanguy.

Jamie - Work on with the A.I.  as far as i know you just need to texture and rig it , comment to me are you going to use C.A.T?

Toop - from talking with alistair can you comment what textures if any that you need to get done ?
Grass textures amd rock textures ?


Also everyone please get your plants finish if not already and add concept images for them >.< pwease?

Door Script

Tanguy helped me out this morning with coding for the door, as the code we are using in C# is not working properly (even though we don't have any errors). Tanguy showed me how to have a door open when you click on it in Javascript.

function OnMouseDown() {
      animation.Play("DoorOpen");
}

All we need to do is animate the doors opening and closing. We tested this code out on a quick scene with a cube as a door and it works.

HealthControl Script

using UnityEngine;using System.Collections;

public class HealthControl : MonoBehaviour
{   public TextMesh tmPlayerHealth; 

   public int playerHealth = 0;
   private float updateDisplayTime = 0F;
 
// Use this for initialization
void Start ()
 {
 
   playerHealth = 100;
   DisplayHealth();
 updateDisplayTime = Time.time + 5F;

}
void OnDisable()

{

   Destroy( gameObject );

}
// Update is called once per frame
void Update ()
{
   if ( updateDisplayTime < Time.time )
   {

        playerHealth -= 10;

        DisplayHealth();

        updateDisplayTime = Time.time + 5F;

   }
   if ( playerHealth <= 0 )
   {
       this.enabled = false;
   }


}
void OnControllerColliderHit( ControllerColliderHit collisionObj )

{   if ( collisionObj.gameObject.tag == "Enemy" )
   {

        playerHealth--;

        DisplayHealth();

   }



        Debug.Log ("OnControllerColliderHit detected with tag "+collisionObj.gameObject.tag);
 
} // This method is not called when using a CharacterController object
// Use OnControllerColliderHit() method instead

void OnCollisionEnter( Collision collisionObj )
{
    if ( collisionObj.gameObject.tag == "Enemy" )
    {

         playerHealth--;

         DisplayHealth();
    }


Debug.Log (
"OnCollisionEnter detected with tag "+collisionObj.gameObject.tag);

}void OnTriggerStay( Collider colliderObj )
{
    if ( colliderObj.gameObject.tag == "Friend" )
    {

        playerHealth++;

        DisplayHealth();

    }

}
void DisplayHealth()

  {

     tmPlayerHealth.text = playerHealth.ToString();

  }

}


This is the script to control the health when you enter the methane field.

DeathSpot Script

using UnityEngine;using System.Collections; 
public class DeathSpot : MonoBehaviour {
{

    void OnTriggerEnter( Collider hitObj )
      {
       
if ( hitObj.tag == "Player" )

        {

          hitObj.gameObject.BroadcastMessage("Died");


        }


      }

// Use this for initialization

void Start () {

}


// Update is called once per frame

void Update () {



   }

}



This is the script we hope to use for our Methane Field. When the player enters the 'deathspot'/ methane field, their health will depleat.

Friday, 8 March 2013

AI robot 3D Modle Update

As expected the AI robot proved more dificult to construct than antisipated. which expanes the time gap in which i was constructing and trying to perfect the modle so it can be animated effectivly. Animating in Maya seemes sympole however we have only been tought in 3DS MAX how to put bones in the modle, so it would be reccomended to use this program to put bones in the modle.

so far i am doing a quick update on the modle so far so you all can see it :)



the booms will have there pivot's changed in due corse, and bones will be added.


 
 
The lower one now looks better

Thursday, 7 March 2013

Terrain Update ( 3D Work )


The Terrain above was unintetionley deleted by tangay but I will show it anyway. The planet is a swaopy place so i whated to make it look like it was wet and bogey so as you can see above the Terrain is pot-holed with little puddles of methan, This gives the feel that you player will be in swaop also we need to look at textures as you can see below I have been playing around with different textures to make it feel like a different planet and changeing the colour of the water to show the methan.




Monday, 4 March 2013

Monday 4th March Group Discussion

Okay Guys, I'm a bit worried I know I haven't been in a lot so you are probably confused as to what to have done or possibly when ?

So far what seems to be done and dusted is Alistair's Pod, the layout of the terrain and i think some plants have been modelled?

What needs to be done soon as in as soon as monday if at all possible is the A.I. the plants and the Texturing for the terrain so methan affected grounds and such.

I don't know if everyone has been having any problems with the tasks they're doing but if you do just say and we can all help each other out thats cool, you all know i had problems with the code, but after yesterdays class I actually have an idea of what to do now.

Alice your code has no errors but like one of my attempt at least on the unity scene i have from Dropbox it doesn't have errors but it doesn't seem to do the thing we want :S

So over the weekend please please please add the finishing touches to

Jamie - A.I. get it built and hopefully textured?
- Toop - Textures for the terrain , grass, rock, water? etc
-Plants - can everyone build their plants please and hopefully have them done for the week of the 11th?
- Alice and Cat - Code for door animation and also using what Alistair Lam taught us I think adding Death Spots so we have methane affected areas where you loose health is good.
Alistair - Can you texture the pod, add more marshy effects to the terrain e.g. pot holes? more water affected areas? and possible look into how to get the trees and plants to paint using unity?

If you have any problems like you don't think it'll be possible to have whatever done by Monday post a comment here, on facebook or text me so we can sort out something ASAP

We need these things done so we can move on to code for picking up plants and interactions with the A.I. and such so I'm sorry if I'm adding on to the pressure D:

COMMUNICATE ! xD otherwise no one knows what's up  and sorry if it seems I haven't been keeping an eye on the work >.<

Sunday, 3 March 2013

House Pod Update ( 3D Work )

Inspection From Movies

 

Above Fifth Element


Above Pandoram

Using the Inspection from above I wanted to make the room flat pack and as small as possible as to make the player think that space is a luxury.

Below is a design for the layout of the living area inside of the House pod with a key to show want is want using the design from Toop.


 Here is the finished layout of the living area from above falley textured UV mapping is needed on a view more things and more detail to the texture.


This is another view from the side showing more detail.


This is the House Pod from the outside with a new designed doors and the beacon on top of the roof.

Colours For Land & Plants ( Research )

Here is a some Colours of methane from the ground I think we can make textures for the plant from these colours which will make it more deliverable.