Game Editing > General Content Creation
[Unity] Fantasy asset pack prefabs
ratty redemption [RIP]:
here's a couple of wip images of the floor buttons, using kat's models and textures.
i slightly scaled up the width of the moving parts of the buttons. as i thought the original gaps looked a little too big. thankfully we can easily do this via the transform's scale property in the inspector. the prefabs i will be releasing will have this scaling already applied. so level designers can just drag and drop the prefabs into the scene, then adjust their height depending on how much they want the prefabs sunk into the floors.
i might make separate prefabs for wall buttons, with 90 degrees rotation and possibly scaling. the scripts i'm writing will detect which direction the moving part is likely to use, as well as display an inspector variable for the distance it travels when triggered.
ratty redemption [RIP]:
i added in a feature to the lever gizmos, allowing the level designers to offset the little blue origin for connecting lines, in case it's obscured by the models.
ratty redemption [RIP]:
i've updated the door manager script so it can now open the doors away from the player, if the level designers want. it's not actually detecting which side of the door the player is on, it's based on which trigger volume or lever/button is used.
we can also set the amount of rotation for each door from -135 to +135 degrees relative to their start rotation.
ratty redemption [RIP]:
these two images show unity's new prefab editing mode. which is very useful. although sometimes the models and or textures are too dark, as this mode doesn't use light objects by default. thankfully i realized we can copy and paste temporary lights into the prefabs.
i've used a couple of red directional (sun) lights as they help when i'm editing colliders, as shown in the 2nd image.
after we've finished editing the prefabs, we can delete the temporary lights.
ratty redemption [RIP]:
i've recently been experimenting with making some spawn/teleport textures. using the free image editor paint.net.
it's no where near as powerful as what kat uses, although it's ok for blending layers together and exporting jpg and png files. the sigils were copied from a free font called "inquit". that i downloaded from fontm.com. i'll be including my textures, unity materials and prefabs in my unity package for use with kat's assets, when it's ready.
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