Tasharen Entertainment Forum

Support => Other Packages => Topic started by: ArenMook on June 25, 2013, 01:05:14 AM

Title: Multi-Purpose Game Starter Kit
Post by: ArenMook on June 25, 2013, 01:05:14 AM
(http://www.tasharen.com/mpgsk/logo.jpg) (https://www.assetstore.unity3d.com/#/content/9706)
(http://misc.tasharen.com/assetstore.png) (https://www.assetstore.unity3d.com/#/content/9706)
* Procedural Terrain Creation – Infinite variations, fully controllable.
* Dynamic Terrain Shader – Make modifications, no need to repaint.
* Custom Tree Placement – And not limited to trees. Color tinting for extra variation.
* Vehicles – Tank to drive around, Helicopter to fly around. Fully physics-driven.
* Turret – aim with the mouse, left mouse button to fire.
* Optional TNet-based Multiplayer. Choose a vehicle then blow up your friends!

Single-Player Build:
http://www.tasharen.com/mpgsk/index.html

Build with Tasharen Water:
http://www.tasharen.com/mpgsk/index2.html
NOTE: Water not included in this package, so it's here for example purposes only

Full Manual:
http://www.tasharen.com/mpgsk/readme.pdf

(http://www.tasharen.com/mpgsk/mpm.jpg) (http://www.tasharen.com/mpgsk/ss7.jpg)

(http://www.tasharen.com/mpgsk/ss1m.jpg) (http://www.tasharen.com/mpgsk/ss1.jpg) (http://www.tasharen.com/mpgsk/ss2m.jpg) (http://www.tasharen.com/mpgsk/ss2.jpg)

(http://www.tasharen.com/mpgsk/ss3m.jpg) (http://www.tasharen.com/mpgsk/ss3.jpg) (http://www.tasharen.com/mpgsk/ss4m.jpg) (http://www.tasharen.com/mpgsk/ss4.jpg)

(http://www.tasharen.com/mpgsk/ss5m.jpg) (http://www.tasharen.com/mpgsk/ss5.jpg)
Title: Re: Multi-Purpose Game Starter Kit
Post by: danreid70 on June 25, 2013, 07:01:06 PM
Aren, WHY do you keep taunting me with all this new awesome stuff?! I'm just digging into TNET, and then the TNET NGUI kit, and now this! Heck, you're practically programming the entire back end of my dream-game here! I should just sit back and wait till you make the entire thing! :D

Another kit of yours that I'll be purchasing this weekend! Keep up the great work, and now I know what you've been doing since your latest release! :)
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on June 25, 2013, 07:14:53 PM
Well, technically I've been busy with uGUI for the past while. But I did get ~5 days over the course of the last few weeks to put this kit together though!
Title: Re: Multi-Purpose Game Starter Kit
Post by: danreid70 on June 26, 2013, 07:19:14 PM
5 days... It only took you 5 days to put the MPGSK together?! You rock, Aren! I keep checking the Asset Store for it, and they're not nearly fast enough getting it online! :) What's the price going to be? I'll be adding it to my "Aren Mook" collection of Unity modules this weekend, and playing with creating terrains and blowing stuff up with my collection of models! In MULTIPLAYER! :) And can't wait to see how you set up those models so I can duplicate with my characters - the smoothing of movement across network is really going to be nice for everyone using TNET!
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on June 26, 2013, 11:56:29 PM
Well, keep in mind a lot of the content was done for some other project in the past. Terrain was done for Windward  (http://www.tasharen.com/windward/)for example. Tank driving mechanics were done for Battle Treads (http://www.tasharen.com/bt/). I just had to create helicopter flying mechanics, separate input out so that it's usable, create different interesting looking biomes as a starting point for you guys, clean up the meshes and redo their textures, redesign the shooting mechanics and explosions, add dust particle effects underneath the helicopter and behind the tank, and finally -- add multiplayer. Addition of multiplayer only took about 2 hours. The creation of documentation (the PDF) took around 6.

This kit matches the price of the Space Game Starter Kit -- $65. It's certainly more advanced than SGSK, but I chose to keep the same price. Asset Store approval process seems to take about 4 business days right now, so it should show up on Friday.

The models are set up in a really simple fashion, I think you'll find it pretty straightforward:

Rigidbody
- Colliders
- Renderer Root (smooth follow parent script)
-- Renderers
Title: Re: Multi-Purpose Game Starter Kit
Post by: lightassassin on June 27, 2013, 04:40:36 AM
Hi,

Just interested in how you're handling the networking for this one, is it the same as the TNET examples or are you going the interpolation route?

I have written my own script that does, but with how clean your code is I'm just waiting on a package that contains it to add to my collection.

Thanks,
Ben
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on June 27, 2013, 12:56:23 PM
Same as TNet examples -- renderers smoothly follow the rigidbody.
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on June 27, 2013, 04:54:58 PM
Now live -- https://www.assetstore.unity3d.com/#/content/9706
Title: Re: Multi-Purpose Game Starter Kit
Post by: danreid70 on June 28, 2013, 08:57:17 PM
Purchased, and AWESOME!!! Loving it! Playing with the TNET version right now and in process of cconverting one of my models using the helicopter prefab... Already have it instantiating in the example scene! Going to mod it a bit with elevation control, and a different camera/aiming system (sort of "behind the shoulder FPS mode").

This is going to ROCK! And the way I see it, it should be VERY easy to use these prefabs to add my "foot soldiers"! Too cool!!!

Question: If I were to import the NGUI and Starlink (TNET/NGUI) kits, and use the Starlink menu as first scene in build, are there any "gotchas" I should watch out for?

For example: I know NGUI uses layer 8 and 9 (if memory serves me, when setting up layers in Starlink GUI), and MPGSK also uses layers 8 and 9... Hoping this doesn't cause conflict?

This is going to be a fun weekend!!! Revamping my system from scratch now that I see how you've set up a few things here - your way is MUCH cleaner than how I had my own game hierarchy set up!
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on June 28, 2013, 10:45:37 PM
Hmm... yeah the layers might be the only issue. You will probably want to simply move the UI to a new layer ("UI" layer) once you add it in. Glad you like it!
Title: Re: Multi-Purpose Game Starter Kit
Post by: charmandermon on July 03, 2013, 08:01:03 PM
I am so impressed with this kit!!! I was planing on building an cool ipad based RTS in the future.  Can I hire you (or can you recommend someone) to add more features? Like:

Building Grid placement system
3 types of units, ground, water, air units
simple combat
Simple navigation system

This is the direction I was heading before this system...
http://dl.dropboxusercontent.com/u/1660807/Niviun%20RTS/Niviun%20RTS.html
Ignore the grid lines, My goal was to procedureally generate each game and have each area have different environmental bonuses kind of like the board game Katan.

Thanks in advanced!
Dustin
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on July 04, 2013, 07:26:26 AM
I'm really busy with my two jobs, so hiring me is not an option at this point. :) It's a part of the reason I released this kit instead of making a game out of it. You can try reaching out to other developers in the contract work forum here, or on Unity forums -- you might have better luck.
Title: Re: Multi-Purpose Game Starter Kit
Post by: jimbrown on July 10, 2013, 12:37:08 PM
Group Games could use a tank game too but you have already said you can't work on it.

Talented but busy.

Thanks.

Jimbrown
Title: Re: Multi-Purpose Game Starter Kit
Post by: BillO on July 19, 2013, 07:10:05 AM
I'm about ready to pull the trigger on purchasing this asset, but have a few questions.  How are structures placed in the environment without having trees intersecting?  Once an environment is recreated for a level, will all settings remain as a user navigates between levels?  What's the recommended maximum size of the environment for a mobile device?
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on July 19, 2013, 10:31:11 AM
Tree placement script performs sphere casts into the ground using the layer mask of your choice. If there is something there, a tree won't be placed.
Title: Re: Multi-Purpose Game Starter Kit
Post by: BillO on July 20, 2013, 07:13:37 PM
Whats the poly count of the provided helicopter?  What would be the maximum suggested size for a new model for mobile devices?
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on July 21, 2013, 04:30:37 AM
The helicopter was something like 1500 triangles I think? Pretty low. Its texture usage is not overly optimized though. I used a free model and cleaned it up the best I could, re-doing the UVs and all that -- but I couldn't just re-texture it, so I had to use the provided texture.
Title: Re: Multi-Purpose Game Starter Kit
Post by: BillO on July 28, 2013, 07:13:59 AM
I'm getting the following warning:
Shader wants normals, but mesh the mesh Laser Beam doesn't have them
UnityEditor.AssetPreviewUpdater:CreatePreviewForAssetObject, Object[], String)

I have installed the latest copy of Unity -- version 4.2.  The Singleplayer scene runs fine even with the warning.
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on July 28, 2013, 08:25:06 AM
It happens when you're previewing the laser mesh as it doesn't have normals and the default shader used by Unity to preview models requires normals. It's harmless.
Title: Re: Multi-Purpose Game Starter Kit
Post by: BillO on July 28, 2013, 10:44:37 AM
The Multi-Purpose Game Starter Kit as supplied functions exceptionally well.  The documentation explains the setup of the supplied files.  However, what is the procedure when setting up a terrain from scratch?  For example, once the layers, Collision Matrix and Player Settings are set, do I place an instance of the Procedural Terrain Creator in the Hierarchy even if only a Tropics environment is desired?  Or, should I create an empty game object and attach the Create Terrain, Paint Terrain and Place Trees scripts to that?  I basically want to start a scene with a Tropics environment with a helicopter with as few assets as possible.
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on July 28, 2013, 04:32:19 PM
1. Create the terrain with the desired resolution. For example the terrain used in the example uses width and length of 256, height of 16, heightmap resolution of 257, detail resolution of 0 (no details so this is not needed), and control texture / base texture resolution of 16 (smallest possible -- as it's also not needed with the dynamic shader).

2. Easiest thing to do now is to just drag & drop the Procedural Terrain Creator prefab into your scene. Select the environment you want -- for example tropics -- and enable it. Set the CreateTerrain's reference to the terrain you created if it can't find it. You can delete the other environments at this point if you don't need them.

3. It's also a good idea to create a root object for trees -- simply create an empty game object and reference it in the Place Trees script.
Title: Re: Multi-Purpose Game Starter Kit
Post by: BillO on July 28, 2013, 05:57:33 PM
Thank you for the detailed explanation.  This is exactly what I needed to start my project.  I'm going to purchase the Tasharen Water asset next.
Title: Re: Multi-Purpose Game Starter Kit
Post by: SpheredCazual on August 02, 2013, 12:51:00 AM
I have a lot of your projects, but when using the water project and
the new multi purpose game starter kit together the water will not
work any ideas?

I tried adding the water before and after importing the MPGS
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on August 02, 2013, 02:51:12 PM
Define "not work"? What are you seeing? I myself use the Tasharen water in MPGSK, then delete it when publishing.
Title: Re: Multi-Purpose Game Starter Kit
Post by: SpheredCazual on August 03, 2013, 11:53:39 AM
Just a blank Plane, however, I tried it again now (sorry was busy with a deadline till now so could not answer back earlier) and it works perfectly now? Strange but true.

Great Products though thanks!
Title: Re: Multi-Purpose Game Starter Kit
Post by: SpheredCazual on August 05, 2013, 01:16:44 PM
I have added my tnet package to the project and it compiles properly, however it does not connect to any outside ip, only to internal network ip addresses, when i test the demo project for tnet within the same project, it does work, ie it does connect to internal and external ip addresses. Is there something different done with the mpgsk network integration that makes it not work with external ip addresses?
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on August 05, 2013, 06:30:43 PM
TNet example uses both external and internal address. It connects to external first, and if that fails, goes for internal. MPGSK just uses the external as I recall.

Some routers don't support loopback (connecting to yourself using your external IP).
Title: Re: Multi-Purpose Game Starter Kit
Post by: SpheredCazual on August 06, 2013, 01:28:05 AM
But the question is then qhy dfoes tnet example work on our system with internal and external network ip across the internet as well as local, but the mpgsk tnet integration only work on our local network not across the internet?
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on August 07, 2013, 04:38:30 AM
If the TNet example works with both internal and external, then the MPGSK should work as well. They use the same code after all.
Title: Re: Multi-Purpose Game Starter Kit
Post by: uniphonic on August 13, 2013, 11:09:32 AM
I have a few questions about this:

1. How will this perform on mobile in general?

2. If the terrain, texture, and tree placement are dynamic, how do all the players end up with the same environment? Is this info sent between all players? It seems like it would be rather large amout of data. Wondering again how this part would work on mobile with low bandwidth.

3. Would it take a long time to generate terrain on mobile?

4. Is it possible to make the edges of the terrain always be lower that water level, so it becomes an island every time?

5. Would it be possible to make this and the TNet work on the Google Play Game Service Multiplayer, thereby eliminating the need for a separate server? Maybe Google Play Multiplayer is a feature you could add to TNet?

Thanks!
Jacob

Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on August 13, 2013, 07:33:48 PM
1. MPGSK isn't meant for mobiles. It uses Unity's terrain, which isn't optimized for mobile platforms. It also has no controls for mobiles at all.

2. Same random seed means same generated data.

3. Probably, yes. It's better to generate the terrain at edit time instead, and turn off the generation script. This way your terrain will be saved.

4. Yes. The same parameter that adds mountains around the side. Reverse it and it will instead create an island.

5. I currently don't have any plans for this. The next game I'll be working on targets desktop computers rather than mobiles, and I don't make features that I don't use. That's how I keep the quality bar higher than I could otherwise. :)
Title: Re: Multi-Purpose Game Starter Kit
Post by: frostamation on July 02, 2014, 05:02:48 PM
I have a question about spawning in MPGSK. I've looked at all the scripts and i cant seem to find where the "spawn vehicle here or anywhere" is.

I found a OnRespawn(); in the Vehicle.cs script but doesnt specify anything.

Any help appreciated, Thanks
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on July 03, 2014, 05:16:52 AM
The respawn is started in the Vehicle.cs SetState() function when the passed 'active state' is 'false':
  1. // Start the respawn logic
  2. if (tno.isMine) StartCoroutine(Respawn(4f, explode));
The Respawn() function waits for X seconds, then sends a state message (in the TNet version) that will respawn the vehicle by calling the SetState() function again, which in turn will change its position and call OnRespawn().
Title: Re: Multi-Purpose Game Starter Kit
Post by: Galvatron on July 21, 2014, 11:42:01 PM
When put in my own terrain the helicopter stay within inches of the ground. I go into the Helicopter script and change the following.

float upwardsForce = 1f - distanceFactor;
         upwardsForce *= upwardsForce;
         upwardsForce = Mathf.Lerp(10f, 80f, upwardsForce);
         upwardsForce *= mRb.mass;

Which works but the helicopter keep floating higher and higher. Is there away to set a maximum height for the helicopter to keep it from floating away?
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on July 22, 2014, 06:22:39 PM
The helicopter does a raycast to hit terrain underneath it. Did you check the layer mask and does your terrain have a collider on it?
Title: Re: Multi-Purpose Game Starter Kit
Post by: DjTerror on November 18, 2014, 04:13:49 AM
Hello,

i am quite new to Unity... is it possible to buy this and continue to work on it with uScript?

Thanx!
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on November 18, 2014, 04:41:29 AM
I'm not familiar with uScript, so I can't answer this question.
Title: Re: Multi-Purpose Game Starter Kit
Post by: DjTerror on November 18, 2014, 10:46:32 AM
hello,

Ok, is it possible to use Playmaker or uFrame? ...some other visual scripting tools?

tnx
Title: Re: Multi-Purpose Game Starter Kit
Post by: DjTerror on November 19, 2014, 01:14:17 PM
Anyone?   :(
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on November 19, 2014, 04:25:34 PM
I'm a dev, Dj. I can't answer that question as I don't use visual scripting tools. They make no sense to me. Code does. :P
Title: Re: Multi-Purpose Game Starter Kit
Post by: DjTerror on November 19, 2014, 04:31:28 PM
Ok, thanks... ill try the same question on the other end... on Playmakers forum  :)
Title: Re: Multi-Purpose Game Starter Kit
Post by: AlexSledge on December 15, 2014, 04:17:25 PM
How well does this integrate with your ship game starter kit? With land & air here, makes some loose logical sense to add water-based vehicles with the ship game kit.
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on December 17, 2014, 03:54:29 PM
I had to do it for Windward. I will update the kit at some point after Windward's full release.
Title: Re: Multi-Purpose Game Starter Kit
Post by: GregMeach on July 01, 2015, 03:38:12 PM
Terrain shader breaks in Unity 5.1.1 (pink texture) with this error:
  1. Shader error in 'Tasharen/Terrain': Too many texture interpolators would be used for ForwardBase pass (11 out of max 10) at line 101 (on )
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on July 02, 2015, 09:13:04 PM
I'll have a look into it, thanks.
Title: Re: Multi-Purpose Game Starter Kit
Post by: GregMeach on July 21, 2015, 04:00:27 PM
I'll have a look into it, thanks.

I haven't checked the store so maybe you've updated it, if not any update?

This seems to be fairly common amongst many of my older assets (shaders not Unity 5.x compatible).

Thanks
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on July 24, 2015, 09:19:38 AM
Yeah, simply removing the LOD 200 subshader section from the Terrain shader fixed it. I don't know why it was causing an issue, but that was it.

P.S. I'll just PM you the shader in itself to make it easier.
Title: Re: Multi-Purpose Game Starter Kit
Post by: GregMeach on July 24, 2015, 12:17:46 PM
Got it - thank you!
Title: Re: Multi-Purpose Game Starter Kit
Post by: SexyDolphine on August 04, 2015, 01:29:05 PM
Hi  :D
How to make tank moving in unity5?
Is there any fix?

In Unity4 everything is just perfect :c
As i know there is something changed inside physics  :)
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on August 05, 2015, 07:20:23 AM
Yeah, Unity 5 completely changed how wheels work, and it's not backwards compatible -- so the tank no longer works. It's why I removed this package from sale as I am not sure when I will get a chance to fix it.
Title: Re: Multi-Purpose Game Starter Kit
Post by: SexyDolphine on August 11, 2015, 07:50:14 AM
I've fixed it YAAY  ;D

You have this in your tank.cs:
  1. // Apply the torque
  2.                                 wd.col.motorTorque = wd.speedDifference * engineTorque;
  3.                                 wd.col.brakeTorque = (1.0f - (1.0f - engineFriction) * brakeFactor) * brakeTorque;
if you comment last line, then tank will move :D
everything we need is "if" statement and edit some other stuff a bit
Title: Re: Multi-Purpose Game Starter Kit
Post by: SexyDolphine on August 12, 2015, 02:38:09 PM
Physics in U5 is awesome!
I've created 2 AnimationCurves and connected them to forward and sideways stiffness :D
Evaluate by currentSpeed and voila. Sweeeet.
Drifting tank...
(http://i.zhyk.ru/images/2015/08/12/fdgdf.gif)
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on August 14, 2015, 11:22:35 AM
Nice!
Title: Re: Multi-Purpose Game Starter Kit
Post by: Tauti on February 22, 2017, 10:14:47 AM
Hi, how to limit the height of the helicopter by pressing the s key ? line: const float effectiveHeight = 12f don't work
Title: Re: Multi-Purpose Game Starter Kit
Post by: Tauti on February 22, 2017, 11:59:05 AM
solved the problem changing the parameters in this line: upwardsForce = Mathf.Lerp(7f, 70f, upwardsForce);
Title: Re: Multi-Purpose Game Starter Kit
Post by: gearedgeek on May 25, 2017, 01:25:31 AM
What happened to the asset on the Unity Store?
Title: Re: Multi-Purpose Game Starter Kit
Post by: ArenMook on May 25, 2017, 05:59:10 AM
I decided to stop supporting it and removed it. It was only selling like 1 copy every 2 months, not worth the support.
Title: Re: Multi-Purpose Game Starter Kit
Post by: gearedgeek on May 25, 2017, 08:35:50 PM
That sucks. I was hoping to use the vehicle scripts. Oh well, I guess I'll look else where.