1. Download a Precompiled DLL of SQLite http://www.sqlite.org/download.html
2. Move the sqlite3.dll and sqlite3.def to Assets/Plugins in your unity project
3. Download SQLite Browser http://sourceforge.net/projects/sqlitebrowser/
4. Create a database in your Assets/ folder in your unity project with SQLite broswer
5. Copy System.Data.dll and Mono.Data.Sqlite.dll from C:Program Files (x86)UnityEditorDataMonolibmono2.0 and paste them in your Assets/ folder in your unity project
6. Access the database as above, only where “/GameMaster” is put “/YourDbName”. Note if you did this correctly MonoDevelop should have all of the methods when you type reader.
7. When building you must copy your database file to the folder that automatically is created called yourProject_Data wherever you saved the executable.
I downloaded all of the available FREE trees and other vegetations from the Unity Assets Store and “auditioned” them all in one scene. After looking at all of them, we never actually needed to buy any of this tree model if making a generic jungle is all we need. Generic tropical jungle is what I want to do, thus, no need to buy. Save money on other more important or “can’t get for free” assets.
But if your niche is fantasy or toon, you have to buy or create your own model because I hardly found good model in that genre.
Here are the free trees screenshots for your viewing pleasure.
I rebooted into my Bootcamp partition and launched Windows 8 Pro that I installed there. I occasionally boot to Windows partition just to play games. It’s unusual for me to do anything really productive there since I got my Macbook Pro.
The saying is really true.
Once you go Mac, you’ll never look back.
But not really, OSX is not “game friendly” and I don’t know when will they be. Even though the developer claimed that the game was coded in native OSX environment, they can’t give the performance as good as when I play them on Windows. The examples are SimCity (2013), StarCraft 2, and Spore. (These are the only games I have in both operating system.)
My intention was to learn from the big studio on the creation of the forest. I saw Far Cry 3 screenshot, but I don’t have the game to justify how they really did it. But I have Assassin’s Creed 3 and Tomb Raider (2013).
To my surprise, there are not really as much trees as I thought! But before this, I was really feel the forest is real. I feel there’s a lot of trees there in the jungle. I found out the terrain I make have a lot more trees but “I can’t feel it” like it is the jungle or forest.
Looking clearly at the environment, there’s actually more grasses, bushes and other small plants that doesn’t contribute to the colliding effects such as tree! And then not long after that, I realise the fog… the fog which what make it feel real.
These are black box style screenshot. Black box mean I don’t put credits on who did the screenshots but I don’t hot link to their server leaching their resources. However, if the person that makes these screenshot want me to take down any of the images, simply email me. Okay?
And here’s my terrain with fog. Look much better.
Though, the fog is not the magic bean either. It does look better but to certain extend, we still need a good environment. I’ll come up with new terrain again, I guess since this one doesn’t satisfy me. If I’m not satisfied, let alone the player.
On another note, I found out that Crystal Engine, the engine which drive Tomb Raider (2013) looks similar to Unity terrain out come. So I guess I should refer my work to this. Since AAA is what I pursue, there’s nothing much to be reinvent. Just follow what have been done by proven success story. smile
Have been doing some research for the terrain creation. But everything lead to no where, so far. There’s no satellite images or height map data that satisfy my needs.
Here’s what I go so far.
Binuang From Google Maps
Binuang From Bing Maps
And mind you, this won’t be even accurate. The height map is not what I recall this region use to be.
I guess I will go for procedural creation instead. Since it’s just a jungle, I don’t think it will bring big different anyway. Perhaps I should check out Assassins Creed 3, how their forest (frontier) look like.
Will work harder to get the environment look fine and realistic.
I use to hand painted my terrain details, and it took me almost a day long to finish 1 terrain with the size of 2000×2000 unit.
The screenshots above consist of 4 terrain, and guess what? I made it in less than 30 minutes which look more realistic than my hand painted terrain. It’s all thank to the power of Terrain Composer by Nathaniel Doldersum.
I wish I can upload the executable files for you to experience the view but my bandwidth can’t afford to upload 350Mb with the speed of only 10kbps. Yes, technology limitation at this place. Wish I could have fibre optic connection, perhaps my productivity will increase since all the tutorial are all in YouTube. That’s why most of the time I prefer text and image based tutorial compare to video even though it’s easier to learn visually from the video. That’s the challenge that faced by me who live in the rural area.
But it’s all not a bad thing, getting closer to the nature and far away from the city noise is good for creativity. At least that’s how I feel, though I feel like I’m an old man who love peaceful rather than partying with the people same age with me.
Back to business!
With Terrain Composer, I hope the environment creation time will be decreased and I can start the other stage sooner and come to the so called alpha version of the game. bigsmile