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Paul_Boland
10-28-2009, 02:22 PM
Hi Folks.

If any of you are into game building and want to get into 3D gaming, check out Unity 3D 2.6. It previously sold for US$200 for the Indie version but version 2.6 has been released and with it the Indie version is now FREE!!
http://unity3d.com/

I've had my eye on for a long time, was going to get it for Christmas so what a find this has been!! It's a programming language with a GUI interface. The world editor is very powerful. I can't believe they are giving this away for FREE!! I've nabbed my copy. If you're interested in getting into 3D gaming, check it out!!

roctavian
10-28-2009, 02:42 PM
smart move if you ask me. :)

DiscreetFX
10-28-2009, 02:51 PM
@Paul_Boland

Thanks for the awesome info.

:)

Tzan
10-28-2009, 05:04 PM
I just paid for that 2 months ago :)

You should have linked to the news item.
I almost called you a damn liar :)

http://unity3d.com/company/news/unity2.6-press.html

hrgiger
10-28-2009, 05:44 PM
I'll check it out, thanks Paul. Question, do you have to be a programmer at all to use this or is it pretty much GUI? And if so, how advanced of a game could you make without having to program?

Tzan
10-28-2009, 06:38 PM
If you add no code then you wont have much of anything.

There are game making programs where you just use the exiting game rules, thats not Unity.

Unity is a tool like Lightwave. If you used only the primitive shapes supplied how good a model could you make?

There is always a need for skilled artists on game projects. There is a forum for that "Collaboration".

http://forum.unity3d.com/

Cohen
10-28-2009, 06:44 PM
meh,..

@hrgiger: Its just scripting, high-level non-oop programming, so fear not. If you have ever done any web programming then you are already set. If you haven't, you should be able to pick up javascripting pretty quick by doing tutorials on the web, or which ever scripting flavor you want. And yes, you will need to learn how to script if you expect to make anything.

As for how 'advanced of a game' you could make. Well, its a direct renderer lacking support for floating point buffers. So you wont get all the eye candy effects like true HDR lighting etc that you see in great games like Crysis. Honestly, JME (http://www.jmonkeyengine.com/) is better than that, and is free. Though you will need to learn Object oriented programming and design, the ant build system, what an ide is and how to use one, and last but not least: java. And it just recently supports collada. =)

And if you really want to play with the big boys, without spending much money, pay attention to Josh klints leadwerk's engine: here (http://www.leadwerks.com/) and blog: here (http://leadwerks.blogspot.com/). The new editor, sandbox 2.3, is coming out in a few weeks. You'll need to learn lua scripting and Blitzmax. (you could learn C++, but blitz is easier for beginners.) You'll also need to get Visual Studio express edition. (free)

GoneGuy
10-28-2009, 06:48 PM
I just found this today. I'd been asking Unity if they would release just a game model previewer, to be able to see how your game models and textures looked under game shaders, then they released this.

From one account it is very simple to get your models into Unity. I'm not a programmer but I'm hoping there is good support in the tools and beyond for those that want delve into the nuts and bolts of game building.

EDIT
ooh look at all those replies... thanks for tips on what to expect in games codewise

Soth
10-29-2009, 01:54 AM
Quest3D (http://quest3d.com/) is much simpler to use (than Unity), but is not free. :(

OnlineRender
10-29-2009, 03:55 AM
Quest3D (http://quest3d.com/) is much simpler to use (than Unity), but is not free. :(

Well if it' not Free I don't want it LOL ------------cheers for linkage ,I'm looking for modellers for XNA game if anybody is interested ? PM me ,straight up its a percentage of unit sales , but if you need something to do give me shout !

" SPACESHIP "

3 sub level on each ship " we aint got TOMCAT lol"---------high poly
med poly and low poly obv :D

bjornkn
10-29-2009, 04:13 AM
Quest3D (http://quest3d.com/) is much simpler to use (than Unity), but is not free. :(
I thought this was interactive online 3D software, but how come you can't see any demos online?
The only thing I could find was "download executable" and "View movie"?

Soth
10-29-2009, 04:44 AM
I thought this was interactive online 3D software, but how come you can't see any demos online?
The only thing I could find was "download executable" and "View movie"?
http://www.chickenfootball.com/

I do not think that web is very popular between Quest3D users.

Here we use Quest3D because its good integration with PolyTrans, I am loading whole LightWave scenes into Quest using Polytrans as a plugin. (Very) quick and easy.

...and I am developing stuff without writing the code!

geo_n
10-29-2009, 04:49 AM
Been studying the 2.5 demo and this comes up. Great news.
Also there's a thread for lw>unity workflow here but no so much happening.
So how come unity reads max,maya,c4d files directly and not lw...again.
fbx for lw sucks. while unity is good for fbx.

bjornkn
10-29-2009, 05:44 AM
http://www.chickenfootball.com/

I do not think that web is very popular between Quest3D users.

Here we use Quest3D because its good integration with PolyTrans, I am loading whole LightWave scenes into Quest using Polytrans as a plugin. (Very) quick and easy.

...and I am developing stuff without writing the code!
Poor chicken ;) I almost made a goal...
I guess Quest3D is not the choice if you're looking for tools for making online, interactive, multi-browser, multi-OS architectural walkthroughs then?
I had high hopes for VRML back in the old days, and also VET. But nowadays I have no idea where to look. Most tools seems to be for gaming?

walfridson
10-29-2009, 06:16 AM
Anyone knows if the engine can handle different formats at runtime, or do you have to convert to Unity in the client?

Red_Oddity
10-29-2009, 06:42 AM
Unity in combination with Maya works like a charm.
Change something in Maya ,save, and Unity immediately picks up the changes.

Soth
10-29-2009, 08:12 AM
Quest3D is working well with Collada files. I hope that integration with CORE will be more than satisfactory. :)

Sekhar
10-29-2009, 09:52 AM
Unity is a fantastic tool and works pretty well with LW as I've found. What I'm doing is assemble all the LW elements in Layout and export the scene as FBX (scaled so the dimensions match up right), and it's working great. You also get lights/cameras that way - e.g., if you light map with a light configuration in LW, you can get the same setup in Unity.

They support multiple languages, and the two popular ones are: JavaScript and C#. I'm using JavaScript, and it's easy if you know programming. But know that it's not the JavaScript of the web, but a strongly-typed variant (more like Java really) - but that's a good thing.

And these guys are nice too: I bought a license last month, and they emailed me yesterday offering to refund or discount other software. Overall, I'm very impressed with Unity. The only thing I found kind of painful is building the GUI: I didn't find any WYSIWYG tools to test/play with layouts.

Anyway, if you get a chance, please do check out my project at http://www.allurefx.com/Projects/Mergex/Mergex.html. It's close to completion, and I'd love your feedback.

geo_n
10-29-2009, 09:57 AM
Unity is a fantastic tool and works pretty well with LW as I've found. What I'm doing is assemble all the LW elements in Layout and export the scene as FBX (scaled so the dimensions match up right), and it's working great. You also get lights/cameras that way - e.g., if you light map with a light configuration in LW, you can get the same setup in Unity.

They support multiple languages, and the two popular ones are: JavaScript and C#. I'm using JavaScript, and it's easy if you know programming. But know that it's not the JavaScript of the web, but a strongly-typed variant (more like Java really) - but that's a good thing.

And these guys are nice too: I bought a license last month, and they emailed me yesterday offering to refund or discount other software. Overall, I'm very impressed with Unity. The only thing I found kind of painful is building the GUI: I didn't find any WYSIWYG tools to test/play with layouts.

Anyway, if you get a chance, please do check out my project at http://www.allurefx.com/Projects/Mergex/Mergex.html. It's close to completion, and I'd love your feedback.

That's very cool of them to offer a refund.
I tried your game. How do you turn? Do you need any programming to make that? I suck at math and hate programming!:D

Sekhar
10-29-2009, 10:04 AM
That's very cool of them to offer a refund.
I tried your game. How do you turn? Do you need any programming to make that? I suck at math and hate programming!:D

Sorry, I should've explained a bit. It's a simulation really (not a game) of lane merging. This is for a firm that offers a system that will guide the vehicles in the two lanes using drum lights so they can merge at high speeds. On the left is the setup with the lights, and on the right is without. The idea is to show how the merging system improves throughput. Right now, the "without" part has the same data as the "with" part, so you won't see any difference. The app loads the light and vehicle data (JSON format) on the fly and run the simulation.

Larry_g1s
10-29-2009, 11:27 AM
I'll check it out, thanks Paul. Question, do you have to be a programmer at all to use this or is it pretty much GUI? And if so, how advanced of a game could you make without having to program?Just thinking out loud along the same lines as hrgiger's question about no programming. Would it allow one with out programming, mostly GUI, to use it in arch. viz. for real-time virtual walk throughs?

Wickster
10-29-2009, 11:39 AM
Just thinking out loud along the same lines as hrgiger's question about no programming. Would it allow one with out programming, mostly GUI, to use it in arch. viz. for real-time virtual walk throughs?
Hmmm interested to know the answer to this as well. Mine would be more on the parts assembly and disassembly and such.

Tzan
10-29-2009, 12:58 PM
An archvis walk around would be very easy.
There is already an FPS controller that you can add to your scene in Unity. So you can walk around WASD with the camera attached to you.

Everything needs to be UV mapped, which we dont normally do.

There is some setup in the Unity editor and attaching colliders, but that is easy. If you model the inside and leave the doors open you could just walk in.

Soth
10-29-2009, 01:48 PM
There is no programming in Quest3D just the nodes, future is here. :)

If you advanced enough you do have SDK to program your own nodes.

bjornkn
10-29-2009, 03:41 PM
An archvis walk around would be very easy.
There is already an FPS controller that you can add to your scene in Unity. So you can walk around WASD with the camera attached to you.

Everything needs to be UV mapped, which we dont normally do.

There is some setup in the Unity editor and attaching colliders, but that is easy. If you model the inside and leave the doors open you could just walk in.
And if you leave the doors closed, will it be easy to have them open automatically when the camera gets closer?
Any links to examples of archviz tours in Unity?

Soth
10-29-2009, 04:51 PM
OK, it is my last time :)
http://www.quest3d.nl/wiki/index.php?title=Portal:Video_Tutorials

Tutorial 4 and 5 explain how to do logic (switches etc.) in Quest3D.

Wickster
10-29-2009, 05:12 PM
I looked at Quest3D and all the things it can do. I't very impressive and outstanding, but the license is pretty expensive. I would really like to own a license of Quest3D because it will certainly do what I want to do, but I don't think I can afford it. And I don't think I can convince my company to fork up the dough to "try" something new. That's why I'm interested to see what Unity can do since it's free.

Rayek
10-29-2009, 05:22 PM
I have used Quest3d in the past, but the cost of the license for an indy like me was getting too steep - It's nice Unity now offers a free version. Myself, I use DX Studio and Blender for realtime stuff. Blender's realtime engine works quite nice, btw, and is 'free' as well. The latest version was sped up a lot compared to 2.48. And the interactivity you can accomplish quickly without programming a single line of code is great. Python is very easy to get a hang of.

DX Studio is very affordable, and easy to use as well. I do prefer Blender at the moment: getting animated skinned characters in the others is often a chore. At least, that is my experience. :/

I'll have a look at Unity now; it sounded interesting before I knew about this new free version.

Soth
10-29-2009, 05:25 PM
They have trial version and full one is 1249EU, that is not too bad, is it?

Then later, connecting nodes is much faster then writing code. This is real time (read money) saver.

Tzan
10-29-2009, 07:55 PM
And if you leave the doors closed, will it be easy to have them open automatically when the camera gets closer?
Any links to examples of archviz tours in Unity?


Yes you could write a simple script to do that.
You would have to figure out how. Thats not something thats already made.

Example:

http://www.islaminbritishstone.co.uk/index.php?option=com_wrapper&view=wrapper&Itemid=69

If you dont already have the Unity web player, I think you get asked to install it.

Untiy forum post about it
http://forum.unity3d.com/viewtopic.php?t=33903&highlight=arch+vis

GoneGuy
10-29-2009, 08:35 PM
Been studying the 2.5 demo and this comes up. Great news.
Also there's a thread for lw>unity workflow here but no so much happening.
So how come unity reads max,maya,c4d files directly and not lw...again.
fbx for lw sucks. while unity is good for fbx.

I thought I'd seen support for Lightwave and went back to where I read this, at the bottom of this (http://unity3d.com/unity/features/asset-importing) page there's this table -

bjornkn
10-30-2009, 02:57 AM
Yes you could write a simple script to do that.
You would have to figure out how. Thats not something thats already made.Unity looks like a lot better option than Quest3D IMO. It even runs fine on Opera :) Their examples with tropical island and romm with lights were quite impressive.
And their web pages are so much better and informative than Quests too.
Not to mention the price difference ;)
I don't mind some coding...

Red_Oddity
10-30-2009, 03:21 AM
I thought I'd seen support for Lightwave and went back to where I read this, at the bottom of this (http://unity3d.com/unity/features/asset-importing) page there's this table -

LW is only supported through FBX as far as i remember.

GoneGuy
10-30-2009, 04:10 AM
LW is only supported through FBX as far as i remember.

I thought it might come back to that.

I have no experience in this but FBX and Collada seem to the transfer protocols and they're not without their quirks.

blondimage
10-30-2009, 05:27 AM
Hi.

I've been looking at realtime rendering and found that Esperient Creator by Right Hemisphere looked the best option at about $300. It could also bring in LW scenes and objects. My interest was in it being able to render glass and steel to a reasonable level with transparency and refraction.

Does anyone know if Unity can do these and more?

meshpig
10-30-2009, 06:02 AM
I thought it might come back to that.

I have no experience in this but FBX and Collada seem to the transfer protocols and they're not without their quirks.

Quirky indeed, but Cheetah 3D http://www.cheetah3d.com is dirt cheap and interacts with Unity in place of maya on the mac side. It's improving...

- LW 9.2 FBX export plug-in is better, the 9.6 fbx export doesn't record takes properly.

Don't know wtf this thread is about really because Unity 2.6 is a free upgrade for those who already have a Unity 2.0 + license.

meshpig
10-30-2009, 07:53 AM
I'll check it out, thanks Paul. Question, do you have to be a programmer at all to use this or is it pretty much GUI? And if so, how advanced of a game could you make without having to program?

Download the trial and have a look since it's on windows too

https://store.unity3d.com/shop/

Not incredibly sophisticated in indie but lots of scripts are freely available @:-

http://forum.unity3d.com/index.php?sid=9c10cb9dc3cf0ad066e148c587be9211

Like you can't just set about making a convincing ocean in indie but worth a look.

Sekhar
10-30-2009, 08:00 AM
Don't know wtf this thread is about really because Unity 2.6 is a free upgrade for those who already have a Unity 2.0 + license.

Unity 2.6 Indie is free for everyone, not just those who have 2.0.

Tzan
10-30-2009, 09:39 AM
Transparent shaders exist,Shader Guide,
http://unity3d.com/support/documentation/Components/Built-in%20Shader%20Guide.html

See bottom of page for list.

Yeah free for everyone now. Confused me at first till I read the news item.

Right now people use FBX. But soon Rom will have a direct LW->Unity solution that will hopefully allow us to use 2 UV maps.
http://forum.unity3d.com/viewtopic.php?t=19297&postdays=0&postorder=asc&start=0

Chilton has a post there at the bottom of page 3 with current news.

Cohen
10-30-2009, 11:42 AM
I'm surprised not more people use GameCore (especially with the advent of LightwaveCore, one would think they would be a good duo for indie work). It has supported lwo and lws for a long time. It also does 64 bit rendering, which only a couple of other Renderers out there do that... And they are working towards a deferred rendering engine come next release. It will be some time though, since 2.0.5 just came out. There is a demo available too if anyone here wants to try it. I'll definitely help out on the forums if anyone has questions. I've been using their IDE for a while now. Its so bad ***, and very lw~esque. You have your different editors, image editor, object editor, world editor, fx editor, menu editor (though its probably easier just to code your menu from scratch for most) and others. And you do your coding in whatever you wish. I use scite, but some prefer Programmers' Notepad.

Here's a screenshot from one of my game enviornments.

Rayek
10-30-2009, 01:05 PM
Gamecore looks good - a bit pricey, though, in my opinion.

While we are on the topic of realtime engines, I will add 3DRad to the mix.
http://www.3drad.com/

Which is free also btw, and no programming is required to create games. Only Windows, though.

GoneGuy
10-31-2009, 03:59 PM
Quirky indeed, but Cheetah 3D http://www.cheetah3d.com is dirt cheap and interacts with Unity in place of maya on the mac side. It's improving...

Don't know wtf this thread is about really because Unity 2.6 is a free upgrade for those who already have a Unity 2.0 + license.

wow, that's a tidy looking little app, joint based animation - so no rigs?

just to confirm the Unity 'freeness', I got this reply from Unity sales -
"When you install Unity, simply run the activation system, choose Internet Activation, and choose if you would like to install free unlimited Unity, or a 30 day trial of Unity Pro. After the Pro license expires, you can reactivate Unity into a standard, free Unity license."

meshpig
10-31-2009, 10:32 PM
wow, that's a tidy looking little app, joint based animation - so no rigs?

just to confirm the Unity 'freeness', I got this reply from Unity sales -
"When you install Unity, simply run the activation system, choose Internet Activation, and choose if you would like to install free unlimited Unity, or a 30 day trial of Unity Pro. After the Pro license expires, you can reactivate Unity into a standard, free Unity license."

Yes, well I'd be a bit of a dummy hey. That means 3.0 is on the way and might revolve around the iPhone capabilities?

-Sydneysider... IW here.

Philbert
11-04-2009, 06:39 PM
soon Rom will have a direct LW->Unity solution that will hopefully allow us to use 2 UV maps.
http://forum.unity3d.com/viewtopic.php?t=19297&postdays=0&postorder=asc&start=0

Some of that confuses me. I'm loading stuff into Unity now with LightWave's FBX export. One of the objects I used has 2 UV maps and loaded fine. Another has bones and easily sees the pivot point of each bone perfectly. I am having trouble with the lighting on the character though. interestingly the problem is solved if I export with the bones deactivated.

JGary
11-04-2009, 08:50 PM
LW is only supported through FBX as far as i remember.

I'm currently using Unity at work with Maya. Everything comes into Unity as a fbx. You can save a Maya scene into the Unity directory, however, Unity still imports the file using Maya's fbx.

Tzan
11-05-2009, 08:31 AM
Some of that confuses me. I'm loading stuff into Unity now with LightWave's FBX export. One of the objects I used has 2 UV maps and loaded fine. Another has bones and easily sees the pivot point of each bone perfectly. I am having trouble with the lighting on the character though. interestingly the problem is solved if I export with the bones deactivated.

I havent used Unity in 2 months so I'm a bit hazy on this. Others have said that we only get 1 UV when doing FBX export. I forget if I tried this yet. So many things to do before worrying about that.

There are folks taking models into Ultimate Unwrap 3D just to get the second UV.

What exporter version did you use?

Sekhar
11-05-2009, 09:15 AM
I've exported models with 2 UVs (overlapping) from Layout as FBX, and they show up fine in Unity.

Philbert
11-05-2009, 11:22 AM
What exporter version did you use?

I believe I tried the 200611 and the 200900 exporters.

Tzan
11-05-2009, 11:34 AM
I was using 9.6 which I guess would be the 200900.
I was saving out of Modeler, maybe it only works properly out of Layout.
There was no animation on my model.

Philbert
11-05-2009, 12:12 PM
Oh yes I saved from Layout. That mgiht be required. I didn't even know you could save FBX from modeler.

Tzan
11-05-2009, 12:22 PM
In Modeler
File>Export

This does work for a static model with 1 UV. Which is the only thing I've made so far.

Well anyway, the thing Rom is working on will mean we dont need to export anything. LW files will be converted directly to Unity.

Philbert
11-05-2009, 12:27 PM
Oh wow, I was having trouble loading rigged characters but someone on their forum found the solution. The lights were affecting the character backwards, like I'd shine on his front and his back would get lit. Apparently a check box needed to be checked called Calculate Normals in the FBX Importer.

Tzan
11-05-2009, 12:32 PM
Yeah, the Unity forums are very helpful!

In the last few months they hired several forum members to be full time mods that can actually answer tech questions.

Philbert
11-05-2009, 12:41 PM
Oh that might explain why it was only one guy talking to me the whole time. Anyway I hope this thing Rom is working on works out, that thread is getting a bit long in the tooth.

Philbert
11-05-2009, 12:59 PM
huh. Unreal Engine 3 is free now too. I've used that with the UT3 Editor and while it can make really nice effects I find the interface a little difficult sometimes and I find it very edifficult to get6 LightWave models into it. Hopefully they will bring back LightWave support.

http://www.shacknews.com/onearticle.x/61138

It's only free for non-commercial use though, if you sell your game there's a hefty fee.

Julez4001
11-13-2009, 07:08 PM
man, $700,000 - thats more than "hefty"
Thats more like "kill a folks and bury them in the backyard"



HAs anybody made anythingin Unity that you posted??

StereoMike
11-14-2009, 03:48 PM
Why "hefty fee"? They want 25% for everything above the first 5000$. I think that's very clear and you can calculate with it. That's 75% for you, without the need for inventing the unreal engine anew.

mike

Philbert
11-14-2009, 04:45 PM
I meant in comparison to free.

StereoMike
11-15-2009, 04:56 PM
lol, ok, that's a point ;)

Philbert
11-25-2009, 06:50 AM
If you guys hadn't noticed I wrote a LightWave to Unity tutorial. It's in the current LW newsletter:
http://www.newtek.com/lightwave/newsletter.php

I included some sample content and a sample game level you can run around in.

Larry_g1s
11-25-2009, 09:45 AM
I saw that in the news letter Philbert, thanks for doing that. ;)

Philbert
11-25-2009, 09:53 AM
Just hope it helps someone. :)

joseburgos
12-10-2009, 03:04 PM
Did not see Lightmaps in the tutorial. When used, Unity works faster with less draw calls.

FYI: I use FBX 6.0.2 which works best for me when using Motion Builder. It has check boxes for lights and camera so I just uncheck them before saving the FBX for Unity. This version also imports the animation takes perfectly as well. Truth be told, I am so used to this version of FBX that I have not spent the time to try all the others to see how they work since this version just works for me with Motion Builder and Unity when it comes to LW. Old dogs like me don't like to mess with what already works :)

Take care,

Philbert
12-10-2009, 03:45 PM
Did not see Lightmaps in the tutorial. When used, Unity works faster with less draw calls.


That's because I don't know anything about that. To be honest that tutorial is pretty much everything I know about Unity except for one thing, that is emissive textures, which I did use in the demo scene but I didn't think it was required knowledge for a getting started tutorial. I've also been able to import a rigged character from LW and pose him, but I don't know anything about animating in it.

joseburgos
12-10-2009, 05:16 PM
If you animate the character to say, walk, in LW and export it as a FBX, the animation stays with it and loads right up in Unity. You could have a walk take, run take, stand idle, etc., etc. and then using the tools and of Unity, have the takes loop and change based on what you deem. I am in no way close to knowing the program but following some tutorials and copy and pasting some scripts, I have been able to achieve more than I ever imagined.
To make a lightmap, just remove the color textures of the surfaces and then set up your lights in the LW scene as you want them to look. Then bake the this into a UV and save as the image. This then loads into Unity as a lightmap to light up the object. The color texture loads as the diffuse and now you can delete the Unity light.
Right now I am trying my best to gather scripts from other project files to give me enough to do a simple game. Stuff like if the up arrow or w key is pressed, do the walk animation take. If nothing is pressed do the idle take and if the arrow or w is held down for X amount of time, do the run take.
I am totally hooked on the program and instantly feel it's potential :)

Take care,