Hand Painted Dungeon_A Set by JUHYUK
Low poly meshes.
Hand Painted Textures.
Create your own dungeon.
Modeling, Texture Information :
- Balustrade_01 (Polygon Count : 254, Texture Size : 1024)
- Balustrade_02 (Polygon Count : 102, Texture Size : 1024)
- Balustrade_03 (Polygon Count : 134, Texture Size : 1024)
- Balustrade_01, 02, 03 use the same texture.
- Balustrade_04 (Polygon Count : 56, Texture Size : 256)
- Barricade_01 (Polygon Count : 164, Texture Size : 256)
- Box_01 ( Polygon Count : 18, Texture Size : 256)
- Brokenbrick_01 (Polygon Count : 156, Texture Size : 512)
- Candle_01 (Polygon Count : 26 , Texture Size : 256)
- Candle_02 (Polygon Count : 44, Texture Size : 256)
- Candle_03 (Polygon Count : 49, Texture Size : 256)
- Candle_01, 02, 03 use the same texture.
- Column_01 (Polygon Count : 524, Texture Size : 512)
- Door_01 (Polygon Count : 1156, Texture Size : 512)
- Door_02 (Polygon Count : 808, Texture Size : 512)
- Door_01, 02 use the same texture. - Flag_01 (Polygon Count : 288, Texture Size : 512)
- Floor_01 (Polygon Count : 2, Texture Size : 1024)
- Floor_02 (Polygon Count : 2, Texture Size : 1024)
- Floor_03 (Polygon Count : 2, Texture Size : 1024)
- Floor_02, 03 use the same texture. - Lantern_01 (Polygon Count : 92, Texture Size : 256)
- Oakcask_01 (Polygon Count : 76, Texture Size : 256)
- Pedestal_01 (Polygon Count : 210, Texture Size : 256)
- Point_01 (Polygon Count : 180, Texture Size : 512)
- Pottery_01 (Polygon Count : 158, Texture Size : 256)
- Pottery_02 (Polygon Count : 172, Texture Size : 256)
- Pottery_03 (Polygon Count : 158, Texture Size : 256)
- Pottery_01, 02, 03 use the same texture.
- Spiderweb_01 (Polygon Count : 2, Texture Size : 512)
- Spiderweb_02 (Polygon Count : 4, Texture Size : 512)
- Spiderweb_03 (Polygon Count : 2, Texture Size : 512)
- Spiderweb_04 (Polygon Count : 2, Texture Size : 512)
- Spiderweb_01, 02, 03, 04 use the same texture.
- There is an alpha channel.
- Stairs_01 (Polygon Count : 348, Texture Size : 512)
- Statue_01 (Polygon Count : 1146, Texture Size : 512)
- Statue_02 (Polygon Count : 140, Texture Size : 256)
- TreasureChest_01 (Polygon Count : 680, Texture Size : 512)
- TreasureChest_02 (Polygon Count : 725, Texture Size : 512)
- TreasureChest_03 (Polygon Count : 928, Texture Size : 512)
- You can rotate the treasure chest lid to keep it open.
- Wall_01 (Polygon Count : 2, Texture Size : 1024)
- Wall_02 (Polygon Count : 66, Texture Size : 256)
- Wall_03 (Polygon Count : 10, Texture Size : 256)
- Wall_02, 03 use the same texture.
- Window_01 (Polygon Count : 49, Texture Size : 256)
- Eff_Fire_01 (Texture Size : 128)
- Eff_Flux_01 (Texture Size : 128)
- Eff_Ring_01 (Texture Size : 128)
- Eff_Sparkle_01 (Texture Size : 64)
- Eff_Sparkle_02 (Texture Size : 64)
Price $42.00
TOAST Kit Manager by NHN Corp.
Services are various, including, Integrated Interface to easily apply IdP for Unity SDK,
Corrective tools for build errors out of redundant libraries,
WebView, which is a prerequisite for any game,
and Log Viewer for efficient development or debugging, which are all necessary for game development.
With TOAST Kit Manager, you can identify the service list of TOAST Kit and install, remove, or update services as you need.
Please visit TOAST Kit GitHub for more information.
Also don't hesitate sending us your ideas for service improvement or inquiries to:
Price $0.00
Sandbag Walls by Mountain Trail
Promo (UE4 version): youtube.com
3D previews: sketchfab.com
A highly detailed pack of 9 military sandbags based on real photogrammetric data.
All meshes include LODs and collision. LOD 0 is between 8k and 13k triangles for most meshes.
The textures are in .tga format and 4096x4096 in resolution with additional detail textures of 512x512 resolution. Ambient occlusion and dirt masks are included. There is an additional material and texture for some of the damaged sandbags that has alpha in it to create some of the lose threads that break up the silhouette.
The base textures can be scaled down easily without major loss of quality due to the detail textures used in the shader and have been balanced to work well with PBR and realistic lighting conditions.
The UVs of each mesh are uniquely laid out with no overlapping in UV set 1.
As a bonus, included is a pre-built showcase scene with HDRI sky and high-res terrain material that you can use for renders.
Price $24.99
Modular Chess Engine by RedslashGames
Atomic Actions
- This engine boils down each piece's unique abilities into atomic actions allowing you to mix and match to create new unique pieces!
Piece Editor
- Includes an Inspector based piece editor to create new pieces with interesting abilities using a simple and intuitive interface!
Player Friendly
- The engine features an easy to understand piece movement system that shows players how to use the classic pieces as well as your custom pieces!
Price $49.99
Hand Painted Weapon Set For Mobile by Domatis Games
Package includes
-FrostAxe: 508 tris.
-FrostDagger: 176 tris.
-FrostShield: 264 tris.
-FrostStaff: 516 tris.
-FrostSword: 312 tris.
-ClassicAxe: 372 tris.
-ClassicDagger: 64 tris.
-ClassicShield: 222 tris.
-ClassicStaff: 276 tris.
-ClassicSword: 158 tris.
-2 different texture atlas 1024x1024.
Price $4.99
Spectrolab SX-16 Searchlight by Pukamakara
Low poly
Real world scale
Units used: cm
- The model has 100% Scale, placed in 0,0,0 coordinates and doesn't have rotations
- The model has 1 object (Draw Call)
- The model has dimensions 37 x 60 x 50 cm (14.5 x 28.3 x 20 inch)
- The model contains
8 611 polys
17 004 tris
9 132 verts
- All parts placed in one layer
- All parts are fully UV unwraped. No multi-materials or color fills.
- All parts and materials have logical names and ready for coding. (no names such as Object001 or Default - 01)
- Some identical parts have the same UV coordinates (overlapped). It saves textel resolution and does not influence on Ambient occlusion map (no black spots)
- PBR textures are available for Specular and Metalness workflows
Textures (*.TGA):
=========================
Main 2048x2048:
Originally created with 3ds Max 2015. No 3rd party plugins required.
Software used:
- 3ds Max 2015 for modeling
- UV Layout for unwrapping
- Photoshop and Substance Painter for texturing
NOT included with the file:
=========================
- Light rig/HDRI
- Photoshop and Substance Painter source files
Tags:
spectrolab SX-16 sx16 sx 16 nightsun spotlight searchlight light lighting helicopter rotary aircraft rescue police military jetranger
Price $59.00
Uzi SMG by G2
The package also contains a basic controller and some FX in a sample scene.
Animations included;
- Fire.
- Reload.
9k tris mesh with a 2k PBR texture.
Uses the Probuilder package for the demo scene. Probuilder is available through the package manager for free!
Price $4.99
Fantastic SSR Water by Bad Fat Dog
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Features:
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+ Realistic three direction waves.
+ Customized clean and muddy.
+ PBR lighting with forward screen space reflection.
+ Realistic refraction.
+ Mobile ready.
There are three demo scenes, has been tested using unity 2017, 2018, 2019, enjoy it.
Price $12.99
Robot Pack - Spider by nonPareil Studios
All models come with 2k PBR textures using the Unity Standard shader and are rigged for animation.
Note: This pack contains no animations.
Spider Main - 13,624 triangles, 81 bones
Spider Drone - 9,150 triangles, 29 bones
Spider Net Trap - 1,840 triangles, 5 bones
Price $8.00
Feruman Vol.1 (Video Game Music) by WAVmaniacs
WAV Maniacs present Feruman Vol.1 - Audio Asset by Seldome. Feruman contain royalty free 3 full mixed tracks and loop parts.
• WMFEMAN1_Feruman_v1 (98 A min) -11.8 LUFS
• WMFEMAN1_Feruman_v2 (98 A min) -14.2 LUFS
• WMFEMAN1_Feruman_v3 (98 A min) -14.4 LUFS
• Stereo WAV Files
• 16-bit / 44.100 kHz
• Number of Audio Tracks: 22
• Does music loop: Yes
• Separated by stems: No
• Minutes of audio provided: 10 min 28 sec
• Works on all platforms
Price $4.99
Cartoon MMO Equipment Weapon Icon by Jim
Total 105 icons.
Each Icon is 250x250 resolution.
INSIDE:
- 29 Amulet Icons.
- 13 Armet Icons.
- 14 Armour Icons.
- 4 Bow Icons.
- 3 Caliga Icons.
- 24 Ring Icons.
- 7 Spear Icons.
- 4 Stave Icons.
- 8 Sword Icons.
Take a look at the screenshot images for more details.
Price $5.80
OpenSim Statistics
There has been a question on how many OpenSim users use various virtual world viewers that are OpenSim compatible, like Firestorm, Singularity, Alchemy, Radegast, etc. For Second Life, user statistics and viewer usage is collected via linden lab. But for privacy, viewers do not instrument such logins in OpenSim.
This blog post notes some resources that may be useful for those seeking to collect OpenSim usage statistics. Please take care never to misuse personal date and login information when collecting generic statistics to assist in OpenSim development.
OpenSim region servers can log a number of usage statistics using “Webstats”. See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page. This is disabled by default in OpenSimDefaults.ini but can be enabled by adding a [WebStats] section to OpenSim.ini
[WebStats] ; View region statistics via a web page enabled=trueThen use a web browser and type in the region server hostname:http_listener_port + “/SStats/” (note NOT the Robust server/LoginURI name unless its a standalone all on a single server)…
Openvue Grid
http://virtual.aiai.ed.ac.uk:9000/SStats/
http://struay.aiai.ed.ac.uk:9000/SStats/
AiLand Grid
http://ai.vue.ed.ac.uk:9000/SStats/
http://tiree.aiai.ed.ac.uk:9000/SStats/
OSGrid RuthAndRoth – http://struay.aiai.ed.ac.uk:9020/SStats/
OSGrid Vue – http://shetland.aiai.ed.ac.uk:9000/SStats/
OSGrid Openvue – http://shetland.aiai.ed.ac.uk:9010/SStats/
Handpainted fantasy knight by Blackspire
Asset contains:
-Knight rigged model (18.568 polys)
-Sword rigged model (4.430 polys)
-Handpainted textures with 5 albedo variations, normal, occlusion and emissive maps (2048x2048 pixel size)
-Materials
The asset doesn't include animation clips, but rigging is compatible with Mixamo animations!
Price $10.00
Demon Dungeon Asset Pack - Full package Unity and FBX by Thunder Cloud Studio
The full package for Unity and FBX files of our Demon Dungeon environment containing over 121 modular pieces of Stylized handpainted, game ready meshes and materials, ranging from props, statue, building components and more, fitting to create stylized dungeon and ancient environment.
The pack also includes a layered Landscape Material for your terrain customization
The package also includes demo level designed to show all the contents and assets.
The entire package is built with handpainted stylized texture direction, so if you are aiming at a certain stylized handpaint approach dungeon such as Diablo, World of Warcraft or Torchlight then this is the package for you!
You will get files:
Demon Dungeon Master Package.rar
- Demo level
- 121 Plus stylized handpainted unique assets with many variations.
- All small props and tilling texture are 2048x2048 size.
- All normal asset and big structures are 4096x4096 size.
- 1.5K Tris for average each asset in the package.
- Texture maps: diffuse only
Price $60.00
BigMouth by Koban
The careful distribution of triangulated polygons assure the lowest polygon count for maximum game rendering as demonstrated in profiler.
The BigMouth Daemon is a multilayered model, based on a low poly mesh with high quality texturing and depth map.
It is animated to demonstrate its multi joint articulation. The model has six legs and six feelers, one large claw and two smaller claws. Also a large mouth and lashing tongue The model would fit into a fantasy fiction game and the model is rigged for animation.
The mesh is built in Maya and designed specifically for use in Unity. It is 122294 vertices but looks more complex due to its normal mapping.
This package includes 3 unique textures. White Gold and black.
Price $80.00
Ultra Washing Machine PBR by 00Laboratories
The ultimate washing machine with three different texture variations, an hour-long washing program, breathtaking sound and spline-based hose and cable editor.
Realistic Washing Program
Comes with an hour-long washing program replicated exactly from a real washing machine to faithfully simulate reality. The drum and interface LEDs are animated. It plays breathtaking sound with start, loop and end segments while cross-fading several audio samples to create a realistic experience.Hose and Cable Editor
Includes a spline-based hose and cable editor so you can wire it up realistically in your scene. It comes with a water hose, a drain hose and a power cable. As the washing machine comes with 3 skins the hoses and cables are also available in 3 skins.Textures and Materials
Uses huge 4k textures with hand-optimized import settings for maximum performance- so you can really crank up the graphics quality even more if desired. They are provided in 3 different variants, from brand new to used to moss-covered junk.Documentation
Prefabs
Washing Machine Variant 1 - ModernWashing Machine Variant 2 - Used
Washing Machine Variant 3 - Moss-covered Junk
Models (FBX format)
Body: 6944 Tris, 4634 VertsDisplay: 1936 Tris, 1191 Verts
Door: 8062 Tris, 5536 Verts
Door Glass: 1084 Tris, 576 Verts
Drum: 2006 Tris, 1318 Verts
Front: 10170 Tris, 6450 Verts
Knob: 1362 Tris, 810 Verts
Donut Connector: 224 Tris, 228 Verts
Drain Hose Connector: 572 Tris, 378 Verts
Power Plug Connector: 4650 Tris, 3116 Verts
Water Hose Connector: 2976 Tris, 2015 Verts
Price $7.99
Low Poly Area 51 by A3D
- Modular sections are easy to piece together in a variety of combinations.
- Multiple demo scenes with baked lights.
- Good for mobile and virtual reality.
- Models polygon count range from 18 to 1752 tris.
- Textures are 512*512 png.
The pack contains:
2 - Alien Prefabs
6 - Building Prefabs
2 - Fence Prefabs
10 - Ground Prefabs
8 - Prop Prefabs
2 - Sign Prefabs
8 - Stone Prefabs
9 - Vegetation Prefabs
6 - Vehicle Prefabs
In total 53 Prefabs
Also see other packages:
- Low Poly Farming
- Low Poly Restaurant
- Low Poly Office
- Low Poly Home
- Low Poly Renovation
- Low Poly Medieval Dungeon
- Low Poly Logistics
- Low Poly Rally
- Low Poly Temple Islands
- Low Poly Wild West
- Low Poly Buildings - Full Pack
- Low Poly Mining
- Low Poly Gems And Rocks
- Low Poly Plants
- Low Poly Buildings
- Low Poly Buildings Part 2
- Low Poly Buildings Paris
- Low Poly Buildings City
- Low Poly Buildings Suburb
- Low Poly Gym
- Low Poly Items
- Poly Land Ancient
Price $9.99
Firestorm VR 6.2.4
Peter Kappler <pete@gsgrid.net> [YouTube Channel] (PWNED Magic in Second Life) has created a VR version of the Firestorm Viewer using OpenVR/SteamVR compatible with Vive, Oculus Rift, Windows Mixed Reality and other VR headsets (HMDs).
On 23rd September 2019, Peter provided an updated version of Firestorm VR 6.2.4 compiled for Second Life and OpenSim which should fix the “black screen” issue seen in earlier releases [See this blog post].
Discord Discussion Channel: P373R-WORKSHOP by p373r_kappler [ Invite ]
Download and Installation
- Download http://gsgrid.net/Phoenix-FirestormOS-P3-VRMOD-6-2-4-57588_Setup.rar
- UNpack the .rar to get the Firestorm .exe installer and openvr_api.dll
- Install Phoenix-FirestormOS-P3-VRMOD-6-2-4-57588_Setup.exe (note when run it reports itself as 6.2.4.57575).
- Place openvr_api.dll in install directory.
- Download latest updated replacement http://gsgrid.net/firestorm-bin.exe and place in install directory
- Create a new desktop shortcut or update the previous one.
- Install SteamVR if you don’t already have it available.
- Start Firestorm VR (which also reports itself as 6.2.4.57575).
- Note that if you have a black bar when you TAB to VR view centre the mouse in the view to reset it. Placing the mouse near any edge or corner of the VR view focusses in on that area.
- Go to Preferences -> Graphics-> Steam VR Tab and tick to enable Steam VR. (a viewer restart may be needed, so do that to be sure)
- Go to Preferences -> Move & View and set the Field of View to 1.80 (default 1.04)
For different VR HMDs these settings should also be adjusted:
- Preferences -> Graphics -> Steam VR -> Texture Shift: Setting appropriate to your HMD. For example it is set to 0 (the default) for Oculus Rift DK2, and set to 200 for Oculus Rift CV1. If you have double vision in VR mode in your HMD, move this setting until the image is in sync.
- Preferences -> Graphics -> Camera distance from center: Set to your inter-pupil distance (IPD) to get a good 3D image. If this setting is not accurate the 3D view can look too flat or layered. Note that a setting of 0 means the image will be 2D.
A number of users have suggested starting settings for various virtual reality headsets…
Headset Type Texture Shift Camera Distance from Center Info. From Oculus Rift S ? ? ? Oculus Rift CV1 +200 IPD (e.g. 64.0mm) Ai Austin Oculus Rift DK2 0 IPD (e.g. 64.0mm) Ai Austin Oculus Rift DK1 Not Available Ai Austin Vive Pro ? ? ? Vive Cosmos ? ? ? Valve Index +200 IPD (e.g. 64.0mm) PStromboli Microsoft Windows Mixed Reality Headsets Samsung Odyssey+ +71 IPD (e.g. 64.0mm) skr Lenovo Explorer ? ? ? Dell Visor ? ? ?Usage
PRESS TAB key to enable and disable VR output.
The Camera Controls floater has two extra buttons << and >> to let you turn the angle at which your camera points.
If you move the mouse to one of the four corners or four sides of the screen the HMD view jumps to show that corner or side in VR mode. This enables menus and HUD attachments to be more easily reached. Return the mouse to the centre of the screen to return to normal HMD directional view.
F4 key – can be used to disable (and reenable) the movement of the VR mode view direction with head movement. Pressing F4 locks the VR mode camera onto the avatar head so it always shows directly in front of the gaze direction (which is a bit of an odd thing to work out what is happening – especially if you have used mouse wheel zoom in or out). Pressing it again unlocks the view so that it rotates around the camera position itself.
F5 key – can be used to zoom out the VR view through stages further away, then it toggles views centred on each corner before returning to the default VR view. [Note: F5 may not work as described in some headsets?]
Peter Kappler noted:
- F5 modes: There are two modes: one where HMD rotation is locked (F4 to lock), and one with normal HMD rotation on. The problem is that if you have HMD rotation on its hard to use flycam or edit things since it does not select properly. That’s where you turn it off.
Frame Rates
The Firestorm VR Viewer will not work well if the Second Life/OpenSim region you visit cannot normally be displayed with a decent frame rate. The higher the better. At low frame rates bad flickering will occur in VR mode. My suggestion is to look at the framerate (in Firestorm it is displayed in the upper right hand corner of the viewer) and to adjust the graphics settings (especially draw distance and quality sliders) until you have more than 50fps (30fps minimum) and then try VR.
On my Oculus Rift setup SteamVR usually was launched whenever the Firestorm VR viewer was started, and that automatically started the underlying Oculus software. But if the SteamVR or Oculus Home screens shows in the HMD or the HMD is blank rather than showing the Second Life/OpenSim virtual world display, start SteamVR first, check Oculus Home is launched, and then run the Firestorm VR viewer.
Peter Kappler also suggested: Particles… a fireplace is going to eat 20 to 30 fps! So turn them off for VR.
Tips
Tips from David Rowe for using the CtrlAltStudio Viewer may be relevant:
- To improve your frame rate, reduce your draw distance and/or tweak other display settings such as advanced lighting model, shadows, FOV, pixel density, etc.
- Make sure you don’t have Preferences > Graphics > Rendering > Limit Framerate enabled.
- You can use keyboard shortcuts to show and hide dialog boxes such as the Conversations window (Ctrl-T), Inventory (Ctrl-I), e.g., if you want to select a landmark to teleport to, Ctrl-Shift-M to display the minimap, etc. Keyboard shortcuts are shown beside menu items.
- To display avatar toasts in the Rift — Preferences > Chat > General > Show chat in bubbles above avatars.
- With floating text you may want to adjust the distance the floating text fades at so that distant text is not so annoying in VR mode: Preferences > Graphics > Rendering > Floating text fades.
If you have issues with some of the Function keys (F4, F5 or other Firestorm VR keys) not working… look to see if the F keys involved are mapped to active “Gestures”. You can find a list of the gestures you currently have active and the keys associated with them using the “Gestures” toolbar button… or the Comm -> Gestures menu item (Ctrl+G shortcut)
Firestorm Debug Settings
EnableSteamVR – performs the same function as the Settings -> Graphics -> Steam VR -> tick on/off. Default Off.
TextureShift – performs the same function as the Settings -> Graphics -> Steam VR -> Texture Shift. This may need to be adjusted for different VR headsets. I found it could be left at the default setting of 0 for the Oculus Rift DK2, and needed to be set to +200 for the Oculus Rift CV1. Adjust this if you have double vision in VR mode.
EyeDistance – performs the same function as the Settings -> Graphics -> Steam VR – Camera distance from center slider. This is an important setting to get good 3D depth. Set it to the Interpupil distance for your headset (64mm is a sensible default). If set to 0mm the image will be 2D. If set wrongly you may find that the 3D effect is in distinct layers or not as good as it can be.
Xbox One Controller
An Xbox One controller as used with the Oculus Rift (or an Xbox 360 controller) can be enabled, as usual, in Firestorm via Preferences -> Move & View -> Movement -> Joystick Configuration -> Enable Joystick.
You will probably find the controls are under or over sensitive, or some buttons and triggers don’t do what you expect. See this blog post and the image here (click for a larger version) for some suggestions as to how to amend the settings…
https://hugsalot.wordpress.com/2012/12/03/joystick-settings-for-firestorm-with-xbox-360-controller/
You might want to enter “-1” rather than axis “5” as an indication that axis is not mapped. With the setup suggested the “A” button toggles between the normal avatar view and “FlyCam” mode allowing you to move the camera separately to the avatar.
Firestorm JIRA
A Firestorm JIRA Issue relates to this…
https://jira.firestormviewer.org/browse/FIRE-24047
This JIRA issue has comments concerned over low frame rates and poor support for all the menus, popups and creator/editing facilities in Second Life and OpenSim. Personally, I don’t think ALL the creator/build menu facilities are needed all the time, and those can be done by switching back into VR mode… which is easy with the TAB key method uses to switch between 2D and VR mode. Concerning frame rates, some users are probably seeing very busy mainland regions with tens of thousands of objects. When I use Firestorm on OpenSim builds with a few avatars in training modes I can get 160fps frame rates! And high frame rates when we have used private regions on Second Life for educational meetings.
User Experience with Firestorm VR 6.2.4
- To be Added
HMD Black Screen on TAB
This was an issue which occurred in earlier versions of Firestorm VR, e.g. in Firestorm VR 6.0.1. See this Blog Post for more information. Firestorm VR 6.2.4 should address this issue for most VR headsets. But, on 22-Sept-2019 Peter Kappler provided a VR test application that uses the same rendering method as Firestorm VR to test if this might be a problem on your HMD setup…
http://gsgrid.net/sdlvrtest.rar
Unpack it, go to the bin/win32/ folder and open the hellovr_opengl.exe
That should show you a world full of boxes.
If it shows a black screen then there is an issue on your PC/HMD.