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Messages - Velo

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Other Packages / Re: Tasharen Fog of War
« on: June 11, 2017, 11:00:15 PM »
Ok I figured out how to get the fog of war "Image Effect" to work again with Unity 5.5 (and perhaps higher versions as well).   :D

For anyone else that might want to know, Unity basically switched (inverted) the Zbuffer value around as of Unity 5.5.  So, what I had to do was in the Fog of War shader put in a line of code that is essentially:  "depth = 1 - depth" in the part of the shader that contains the definition for the depth variable.  This modifies the value to align with the change that Unity made regarding the Zbuffer.

So it works now, and I'm very happy about that.


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Other Packages / Re: Tasharen Fog of War
« on: June 11, 2017, 06:42:23 PM »
Hiramtan, when you modified the shader for 5.5.0, does the "Image Effect" fog of war work as well?  I'm really trying to get the Image Effect part of the asset to work again in Unity version 5.5 and beyond.  If so, would you mind sharing what you did to modify the shader?

And ArenMook, if you see this, I know the asset has been deprecated for a long time now, and you're not actively supporting it anymore, but is there any chance you could help me get the Image Effect to work again in 5.5+ (it almost works actually, I feel it just needs a small adjustment somewhere in either the shader or the c# script).  I'm also willing to pay you for it, so contact me if you're interested.

Thanks.

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Other Packages / Re: Tasharen Fog of War in Linux Game Builds
« on: April 18, 2015, 11:49:32 PM »
Cool thanks.  Yep, as far as I know, my friends laptop was Intel, so I hope that might be it.  I'll test this and see what happens.  I may not have access to a linux testing platform for quite awhile though or even need to be concerned about it until my game is almost finished, so you might see me ask a follow-up question a year from now lol.

I hope your suggestion works though.  Good luck with your game release.

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Other Packages / Tasharen Fog of War in Linux Game Builds
« on: April 18, 2015, 12:26:26 PM »
Hi Aren,

First let me say thank you for offering your Tasharen Fog of War system.  It's working wonders for my RTS game :)

I'm having an issue that I just came across though when I had a friend test my game on his Linux system.  In Windows, the fog of war works as expected with no issues.  But in Linux, the fog effect seems to shroud the players camera even more than it should.  So places where you should be able to see the terrain and units, you cannot because the fog of war is covering it.

Let me say though that it could be something unrelated to your system, I havn't tried to debug every angle on this problem, but wanted to ask you about your opinion on it?

I also noticed in linux that the camera culling distance (for the camera frustrum) seemed to be off as well.  Perhaps it's an issue with the camera (and maybe on Unity's end), and has nothing to do with your fog of war image effect.

Anyways, just wanted to let you know about this, and maybe it's not a problem with the fog of war itself, but maybe it is??

Thanks Aren.


P.S. Is there any chance you might make a version "2.0" in the future for this fog of war asset?  It really is a great system.  I like it.

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Other Packages / Re: Tasharen Fog of War in Unity 5?
« on: April 18, 2015, 12:20:55 PM »
Hey guys,

I'm actually using Tasharen Fog of War in my Unity 5 Personal Edition right now.  And it works.  As far as I remember, I didn't have to modify anything.

Just make sure it's an image effect attached to your main camera, or whatever camera you want.

Just in case anyone's wondering.  Aren's fog of war systems is excellent and runs well.  But it is a bit complicated to set up at first.  And I wish he would provide more support for this product.  It's really good, just a bit annoying at times.

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Other Packages / Re: Tasharen Fog of War Unity 5.0 Question
« on: November 17, 2014, 10:35:20 AM »
Aight.

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Other Packages / Tasharen Fog of War Unity 5.0 Question
« on: November 17, 2014, 01:04:32 AM »
Hey Aren,

I'm currently in the Unity 5.0 beta, and I'm using your Fog of War package in my project right now.  I noticed that when I had the "DX11" option checked in the player settings, I was getting pretty big performance spikes while playing my game (in 5.0).  I did not get these spikes when using Unity 4.x with the DX11 option checked.  Here's the thing though, I have a graphics card that only supports up to DX10!  So I'm not sure what's causing the performance lag spikes.  Again, in Unity 4.x there was no problem.  Now in Unity 5.0 beta, there is a problem.  My guess might be the new lighting system doing something or the physically based shaders, but that's just a guess on my part.

Using Unity 5.0 currently, if I unselect DX11 in player settings, and just use DX9, the lag spikes go away.  Which is great, but I was hoping there wouldn't be any lag spikes using DX11 either, but the fact that I have a DX10 graphics card means I can't really test if that's the problem or if it's something else with the post-process effect?

Anyways, I just wanted to point that out to you, to see if maybe you had an answer for that behavior?  It could also be something with my settings in 5.0, so I'll continue to look at it. 

Thanks Aren!

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Other Packages / Fog of War possible in deferred lighting?
« on: May 02, 2014, 11:37:09 AM »
Hi Aren,

Is the fog of war supposed to work correctly using deferred lighting?  Currently when I switch to deferred lighting, it doesn't work correctly (although I do see a fog effect it's just not in the correct place).  I'm not sure if it's supposed to or not, so I just wanted to ask.

If not, is there a way to get it to work correctly with deferred lighting?  It's actually not a huge deal for me if it doesn't work, but it would be a big bonus if it did.

Thank you.

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Awesome.  Thank you.

The fog of war effect looks great btw, and being able to hide the renderers with your provided script is amazing.  Just wanted to say thank you for making this asset  :D

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Ouch.  Okay. 

Well, I'm considering buying the pro version of Unity, and so then I'd be able to use the "image effect (post-processing)" version of this asset.  But do you know if doing it that way would the fog of war cover the trees and grass used with Unity's terrain system?


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Hello,

So far I've managed to get a couple of shaders (not provided with the package) to work with the fog of war system by modifying the shaders themselves with lines of code provided in your shader examples.  However, I'm having trouble getting trees and grass used in Unity's built-in terrain script to work with the fog of war correctly.

I have a separate tree prefab in which I've modified the shader for the tree, and it works with the fog of war system exactly how I want (which is good).  However, as soon as I use this exact same tree prefab with Unity's terrain system (i.e. the ones you can "paint" onto the terrain), the tree's cease to work with the fog of war for some reason.

Is there any way you could help me with what lines of code need to be in either the terrain shader or the tree shader in order for the tree to be covered by the fog of war when it's placed using the terrain painting system?

Thank you.

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Other Packages / Re: Fog of War -- Trouble getting started
« on: April 15, 2014, 02:28:54 PM »
Okay, so I figured out to have my terrain material use the terrain shader provided with the package and now I see some fog of war finally :)

I have a feeling this is going to be one of those things where I'll slowly fumble around through trial and error until I figure out how it works.  Right now, it looks like the fog of war has no height to it, as it doesn't cover any of my units, buildings, or other objects.  So that's my next step.

My one test unit with the fog of war revealer on it looks like it revealed correctly, but again, there's no height to the fog -- even though I have the "height range" on the "FOWSystem" script set above the units. 

Update1:  Figured out putting the "FOWRenderers" script on enemy units will hide them "under" the Fog of War.  So it looks like that's how it knows what to hide "under" the fog.  Slowly getting there.  Btw, the fog of war itself, and effects I'm seeing look great.  I'm excited about it and the possibilities.  Especially being able to turn off the renderers while their under the fog.  Hopefully that will help with performance in my game  8)




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Other Packages / Fog of War -- Trouble getting started
« on: April 15, 2014, 02:08:09 PM »
Hello,

I just purchased the fog of war package, and I've read the readme and looked at the example scene, but so far, I can't see the fog of war at all in my scene.  Also note, that I'm using Unity free version (Indie version).  I do not have pro.

This is what I've done so far:  I've dragged the "Fog of War" prefab with the "FOWSystem" script into my scene.  I positioned the prefab over my terrain and it fits great (my terrain is 500 x 500).  At this point should I see the fog of war in my scene?  So then, I attached a "FOWRevealer" script to one of my gameobject units, and made sure it was using a fog of war diffuse shader.  At this point, in my scene I still saw absolutely nothing changed -- there was no fog of war at all.  I also have played my game and nothing appears in terms of fog of war.

I've tried changing several settings, especially the "Raycast Mask" on the "FOWSystem" script.  As I thought maybe I had to set it to mask only my terrain layer?  I also tried lowering the Fog of War game object prefab to be slightly lower than my terrain, in-case the raycasts weren't reaching the terrain for some reason or something like that.

All in all, I don't see any fog of war yet  :-\  Thanks for any help/advice/suggestion! 

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