Wednesday, 7 May 2014

Final adjustments to game: Emma

The Final build of the game has been finished and done, The error in my previous post have been done and repaired:


  •  I have made two individual cameras, one which is the normal camera with a normal saturation, the other second is a duplicate, however the saturation is reduced, giving the black and white effect to the game. The light fade has calls for both of these cameras, and when the timing reaches beyond the certain point, the cameras switch to black and white. I have been trying to adjust this code for a smoother transition, but at the moment the code is working and good. 

  • The crawl animation has been amended, so when the player crawls, his character controller resizes, allowing him to squeeze through the small gaps. 

  • Industrial has been imported into the overall project, as has all the cut-scenes, and all the levels are linked up and coded to proceed as they have been planned. 

  • Industrial has also been coded and is now completed. 

  • All the levels are now walkable and can be completed. 

  • Eveything is coded and scripted to work as it should, aka the black and white shift, the character, the restarts, the 3 counter. 

The game is ready to be built and placed onto a CD for hand in, congrats guys! :D

Industrial Level Graphic Problem

In Unity, I encountered a graphical problem with two models. The problem was that when the camera is moved in a certain direction some of the polygons would disappear and reappear again in a different angle of the camera. Below are screenshots displaying this issue.

Problem:



I did some research to the cause of this issue and it appeared to be a problem with the direction of the normals which were set on these specific faces of the model. In order to fix this issue, I had to reverse the normals on selected faces. Below is the screenshot of the fixed models as they appear in Unity.

Fix:



Monday, 5 May 2014

Industrial World Level Fully Textured

Fully textured screenshot of Industrial level. The texturing for industrial  


Close-up Screenshot 1

Close-up Screenshot 2

Close-up Screenshot 3

Close-up Screenshot 4

Close-up Screenshot 5

Close-up Screenshot 6

Close-up Screenshot 7

Texturing the Industrial level was a pleasant job since I enjoy texturing then UV mapping models. Whilst texturing I did not have a lot of issues. This is due to planning my extended weekend (because of bank holiday); my weekend consisted of the following jobs:
  • Friday: Finish remaining assets
  • Saturday: Create tillable textures for Industrial Level. These consisted of :-
     > Windows
    >  Support Beams
    > First Building
    > Scafholding
    > Suspended walking bridge
    > Pavement (4 Pieces)
    > 3rd Building
    > 4th Building
    > Lights
    > Drain pipe
    > Cement
    > Rocks
    > Earth/Muddy
    > Ropes
    > Stairs
    > Window Frames
    > Green tint cement
    > Light brown tint cement
    > Metal (Dark and Light)
    > Flooring (Carpets, wood and tiles)
    > Interior Decorations
    > Tube
  • Sunday: Applying textures to big models of Industrial
  • Monday: applying remaining textures to smaller models.

I believe that spending more time on UV mapping allowed me to fly through texturing Industrial scene since I did not struggle with the resolution of the textures on models. For Tube, I had to find examples of real tubes/metro in the world and try to find photos of these automobiles with the right view points; this was a little tricky because I had to spend time searching for them. For the pavement I had to create 4 separate pieces so that they can join all areas of the pavement so it appears to be seamless. (this can be seen in 'Close-up 1').

Game Update: Emma

Managed to get most of the work sorted out on the Unity File, the majority of it is done and the animations have been tweaked and fixed.

To start off, I have managed to fix the Jumping animation for the character. Previously, He used to jump at an angle, making it difficult for the player to keep on track and hit all the obstacles. This was a quick fix, adjusting the animation import to the settings below. The root transformation rotation was set to original, setting it to body orientation stops the angular jump.


The next fix I have made is with alternative world, I have been able to switch the textures to black and white and back again, with a simple code, the only problem I am having is getting it to affect ALL the children in the group of assets. this will leave the character in colour and gives the sense of the world alternating.

The change is done with an editted black and white shader, which access the script with the line:

"renderer.material.SetFloat("_bwBlend", 1f );"

The bwBlend is the call for the customised shader. the 1f is how intense the shader is. high than 1 will make the texture go into threshold. Less will return the texture to back.

Other changes I have made to farm are mostly textures, Mike had replaced some of the other assets with textured assets. I have redone the trees at the beginning and end of the game. I have also made a glass texture for unity, which can be tinted to make tinted glass, this texture is placed on the crystals as seen here:


The texture is done by turning the material to transparent diffuse, the lighter the colour, the more see through the texture. This texture is also being used in Industrial.


The rest of farms edits is tweaking to get the player able to get through.

Woods has also been finally textured, and I have done the lighting for it as well, at least temporary until Taj is able to make the edits. The textures are simple, using some of farm textures to make the transition easy. The lighting is dark and still needs to be tweaked to make it seem more nighttime.


I have resized the level and place the character in, as well as the lighting effect, guiText and camera effects. The woods are need to be tweaked for the player to move about, but doing this allows for the continuity of the levels. The textures are simple, and I have managed to place some of the textures mike has done, as well a couple of assets from farm and placed them inside woods. The water effect will need to be tweaked to fit in as well as some of the placements, but Woods is nearly done.


The only major things left to be done is to fix the alernative world texture, and try and retrieve the texture for the character. But we are seemingly on tract with woods and Farm level. I can start attaching and connecting the levels and cutscenes together.

The checklist I have made for myself is below, and only have a few remaining things to do.


Sunday, 4 May 2014

Industrial Level Texture Problem

I ran into a slight problem whilst texturing industrial level. the tillable texture was not lining up to the previous view point of the building. In order to fix this I had to re-UV map the front faces of the building using cylindrical mapping. This fixed the problem and the texture is now continuously wrapped around the building.


Friday, 2 May 2014

Industrial Level Asset Fully Textured

Fully textured assets for Industrial. I had no issues with texturing the assets however adding the wear and tears to the texture consumed time because I had to decide where to place them which cost me more time. However I am pleased with each of the outcomes.





















Final List


Thursday, 1 May 2014

Sign boards

These sign boards will be place throughout the farm level, providing instruction/controls for the player