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  1. #1
    Palace Guard
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    Default Jack and Skylla ( Cell Shading DONE)

    Hello im currently working on a project for my University, and here is what i have so far. just one picture as i only have this map and assets. Completely custom. Tell me what you think so far

    LATEST

    I finally completed the cell shade shader :} here is a video of it


    Also added some of my own Music and sounds.




    UPDATE! Im messing around with the material editor trying to make a cell shade post process effect however im having some trouble I keep getting this error: " Material assigned to Material Effect FXHitEffects. UTPRocess:MaterialEffect_1 via Material JackandSkylla.shading.cellshadeMAT uses lighting other than MLM_Unlit. Do you want this changed?"

    Not sure what to so with that here is the video HERE




    Screwing around with speed trees im gonna change the texture of the trees to make them cartoony soon :]

    Please view the updates in my website
    HERE

    Or watch the video directly HERE

    UPDATE!! you can see pictures and videos HERE

    or HERE

    For now Skylla is just a mesh attached to Jack so it looks a little funky


    Here is a Video :} VIDEO HERE

    The weapons will be attached to his shoulder and shoot like that

    Story: no actual story yet however its going to be kind of like windwaker, but my style :]

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    Unfinished character Concept with his buddy
    Last edited by TheAgent; 03-05-2010 at 06:34 PM.

  2. #2
    Prisoner 849
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    Gamertag: KazeoHin

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    very colorful, full of life, so far! I'm a real sucker for color, as I've seen most color disappear from modern game art. keep it up!

  3. #3
    Prisoner 849
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    Looking good so far bud, keep it up!
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    Level Designer at Lionhead Studios

  4. #4

  5. #5
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    Hi Agent Looking forward to watching this as it progresses!
    Community Coordinator
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  6. #6
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    nice to hear from ya flak, will keep you guys updated, im modeling the main character right now :]

  7. #7
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    Update, finished the model.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

  8. #8
    MSgt. Shooter Person
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    This is looking really cool i love the style man!
    Looking for an animator to help us out, check out this post -http://forums.epicgames.com/showthread.php?t=813718

  9. #9
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    haha thanks! :]

  10. #10
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    Wow! Looking good!
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  11. #11
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    Haha Thanks im gonna update with animations next :]

  12. #12
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    UPDATE here is the link to the VID

    VIDEO

  13. #13
    Prisoner 849
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    Looking really good, I see you got your character working.
    Technical Artist / Animator - InAction @ Forums.BeyondUnreal

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  14. #14
    MSgt. Shooter Person
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    Nice progress. Can only complain that the camera is way to close to the character or rather behind his head and that the strong orange lighting is a bit funky. Other then that good job.

  15. #15

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    Looking very good so far!

    Only things i can say something about is:

    A: I agree with the previous post, the camera should be a bit less close to your character.

    B: I'd like this see this without the fps reticule.

    For the rest,
    Awsome work!

  16. #16
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    yeah im working on the camera :] hahha i still gonna do many animations and the lighting isnt final its just basic, light mass does alot of refraction so its the light from the wood :]

    i also forgot how to remove the crosshair... i did it before

  17. #17
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    Default Solved

    This is the camera code im using and im tryna figure out how to increase the distance between the camera and the player, i dont know which parameters to change :[
    Code:
    // Camera Vars //
    var () float CameraOffsetLength;
    var float CurrentCameraDistance, CurrentCameraOffsetLength;
    // The array of items that we will refer as the inventory //
    var () array<SeqVar_MyInventoryItem> PlayerCustomInventory;
    function AddItem(SeqAct_AddToMyPlayerInventory MyAction)
    {
       // Lets create a new inventory item to hold the values passed //
      local SeqVar_MyInventoryItem ItemBuffer;
      // Instantiate it //
      ItemBuffer = new class'Silencer.SeqVar_MyInventoryItem';
      // And fill with the information passed //
      ItemBuffer.ItemID = MyAction.ItemID;
      ItemBuffer.ItemName = MyAction.ItemName;
     // And finaly, insert it into the array of itens //
      PlayerCustomInventory.AddItem(ItemBuffer);
    };
    /*********************************************************************************************
     Camera related properties
    ********************************************************************************************* */
    
    simulated function bool CalcCamera(float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV)
    {
    	local vector CamStart, FirstHitLocation, HitLocation, HitNormal, CamDir, X, Y, Z;
    	local float DesiredCameraZOffset;
    	local bool bInsideHero, bObstructed;
    
    		local float DesiredCameraDistance;
    		    local float CameraOffsetRatio;
    	local vector tempCamStart, tempCamEnd;
    	local Vector VectorX, VectorY, VectorZ;
    
    	bObstructed = false;
    
    	//Mesh.SetOwnerNoSee(false);
    
    	// Handle the fixed camera
    	if (bFixedView)
    	{
    		out_CamLoc = FixedViewLoc;
    		out_CamRot = FixedViewRot;
    	}
    
    	ModifyRotForDebugFreeCam(out_CamRot);
    
    	CamStart = Location;
    	DesiredCameraZOffset = (Health > 0) ? GetCollisionRadius() * 0.75 : 0.f;
    	CameraZOffset = (fDeltaTime < 0.2) ? DesiredCameraZOffset * 5 * fDeltaTime + (1 - 5*fDeltaTime) * CameraZOffset : DesiredCameraZOffset;
    
    	CamStart.Z += CameraZOffset;
    	GetAxes(out_CamRot, X, Y, Z);
    /*VectorX here you can implement camera zoom in/out or scaling or whatever you want to call it */
    		VectorX = X * GetCollisionRadius() * 4.2; //this vector determine depth of camera, how far from character it will be
    
    		VectorY = Y * GetCollisionRadius() * -1.9f; // this vector determine side of camera, negative value pull character to left side, while positive to right side
    		VectorZ = (GetCollisionRadius() /* FMax(0,(1.0-CamRotZ.Z))*/ * Z) * -1.55; //this value try to pull camera forward while pitching down, and back while pitching up, but pulling back seems to dont work
    		CamDir = VectorX + VectorY + VectorZ;
    
    	if ( (Health <= 0) || bFeigningDeath )
    	{
    		// adjust camera position to make sure it's not clipping into world
    		// @todo fixmesteve.  Note that you can still get clipping if FindSpot fails (happens rarely)
    		FindSpot(GetCollisionExtent(),CamStart);
    	}
    	/*
    	if (CurrentCameraScale < CameraScale)
    	{
    		CurrentCameraScale = FMin(CameraScale, CurrentCameraScale + 2 * FMax(CameraScale - CurrentCameraScale, 0.1)*fDeltaTime);
    	}
    	else if (CurrentCameraScale > CameraScale)
    	{
    		CurrentCameraScale = FMax(CameraScale, CurrentCameraScale - 2 * FMax(CameraScale - CurrentCameraScale, 0.1)*fDeltaTime);
    	}*/
    	if (CamDir.Z <= GetCollisionHeight())
    	{
    		CamDir *= square(cos(out_CamRot.Pitch * 0.00000258738)); // 0.0000258738 = 2*PI/65536
    	}
    
    	out_CamLoc = CamStart - CamDir;
    
    	if (Trace(HitLocation, HitNormal, out_CamLoc, CamStart, false, vect(12,12,12)) != None)
    	{
    		out_CamLoc = HitLocation;
    		bObstructed = true;
    	}
    
    
    
    			/* This code is from ActionGam, thanks for fall, for creating this. 
    		 * It will determine back trace collision while closing to walls or sth like thaht*/
    		if (Trace(HitLocation, HitNormal, out_CamLoc, CamStart, false, vect(12,12,12),,TRACEFLAG_Blocking) != None)
    		{
        		DesiredCameraDistance = VSize(HitLocation-CamStart);
        		CurrentCameraDistance = (fDeltaTime < 0.5f) ? FClamp(DesiredCameraDistance * 4 * fDeltaTime + (1 - 4*fDeltaTime) * CurrentCameraDistance,0,DesiredCameraDistance) : DesiredCameraDistance;
    
        		HitLocation = CamStart + Normal(HitLocation-CamStart) * CurrentCameraDistance;
    
    			CameraOffsetRatio = CurrentCameraDistance/VSize(out_CamLoc - CamStart);
    			out_CamLoc = HitLocation;
    			bObstructed = true;
    		}
    
    		else
    		{
        		DesiredCameraDistance = VSize(out_CamLoc-CamStart);
        		CurrentCameraDistance = (fDeltaTime < 0.5f) ? FClamp(DesiredCameraDistance * 4 * fDeltaTime + (1 - 4*fDeltaTime) * CurrentCameraDistance,0,DesiredCameraDistance) : DesiredCameraDistance;
    
    			HitLocation = CamStart + Normal(out_CamLoc - CamStart) * CurrentCameraDistance;
    
    			CameraOffsetRatio = CurrentCameraDistance/VSize(out_CamLoc - CamStart);
    			out_CamLoc = HitLocation;
    		}
    
    		if (Trace(HitLocation, HitNormal, out_CamLoc, CamStart, false, vect(12,12,12)) != None)
    		{
    			out_CamLoc = HitLocation;
    			return false;
    		}
    		
    		/*Again thanks for fall, for this. It just inside character collision detection*/
    		tempCamStart = CamStart;
    		tempCamStart.Z = 0;
    		tempCamEnd = out_CamLoc;
    		tempCamEnd.Z = 0;
    
    		if(bObstructed && (VSize(tempCamEnd - tempCamStart) < CylinderComponent.CollisionRadius*1.25) && (out_CamLoc.Z<Location.Z+CylinderComponent.CollisionHeight) && (out_CamLoc.Z>Location.Z-CylinderComponent.CollisionHeight))
    		{
    			SetHidden(true);
    		}
    		else
    			SetHidden(false);
    
    		return !bObstructed;
    	}
    Last edited by TheAgent; 02-08-2010 at 01:18 PM.

  18. #18
    Prisoner 849
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    Quote Originally Posted by TheAgent View Post
    ... light mass does alot of refraction so its the light from the wood :]
    You should be able in the settings of the static mesh turn down lightmass bounced light strength. It's a pretty quick tweak.
    Technical Artist / Animator - InAction @ Forums.BeyondUnreal

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    TUTORIAL: Character - Maya to UDK Livestream
    CHARACTER: UDK Character / First Person Animation Rig
    SCRIPTS: Axtended Animation Manager (FBX Animation Batch Exporter) | T3D Exporter

  19. #19
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    yeah ill work on that later i have one problem tho when my player stands still his legs cross and stretch like as if its tryna adust to the ground but its messing it up. when i walk the legs dont cross but when i stand still they do :{
    Last edited by TheAgent; 02-08-2010 at 01:31 PM.

  20. #20

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    OMGGG IT LOOK AWESOMEEEEEE but how did you add the custom walk animation?

  21. #21
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    Quote Originally Posted by alvarofer0020 View Post
    OMGGG IT LOOK AWESOMEEEEEE but how did you add the custom walk animation?
    crreated a new animset for my character and just named it the same as UT has it (run_fwd_rif)

  22. #22
    MSgt. Shooter Person
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    i love ur skydome/skybox

    and +100 points for the custom anims too

  23. #23
    MSgt. Shooter Person
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    thats looking great..cute little fella.

  24. #24

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    Really glad you're already using a custom character (and an already good one as it is) to show it off.

    If there's something that turns me off when seeing this show off projects is that many people still use the standard UDK bot, which, I'm sorry to say, gives it an "amateur" feel, no matter how original or good the gameplay/level design is.

    Looking forward to see a great playable level on the next update

  25. #25
    MSgt. Shooter Person
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    Default

    you spelled my name wrong it's "Skyyla", lol...

  26. #26
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    Quote Originally Posted by GoGoPrincess View Post
    you spelled my name wrong it's "Skyyla", lol...
    Is that really ur name? :P

  27. #27

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    hey how did you add bones in maya?

  28. #28
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    Great work Agent, a vast improvement on your Sci Fi thing, exciting stuff !
    Quote Originally Posted by 30morgh View Post
    I want to play Once Upon a Time in the time path Returns How do I do that?

  29. #29
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    UPDATE!! you can see pictures and videos HERE

    or HERE

  30. #30

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    grass looks awesome lighting is fabulous but there were a few moment where your characters legs randomly crossed over themselves. Bug or Glitch im not sure how to fix

  31. #31
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    I know how to fix it just havent gotten to it yet. Its a anim tree thing ill get to it in a later time :]

  32. #32
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    Agent, I hope you are prod of yourself, because you should be
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  33. #33
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    Quote Originally Posted by Flak View Post
    Agent, I hope you are prod of yourself, because you should be
    Yay thanks :] Ill keep at it.

  34. #34
    MSgt. Shooter Person
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    nice work so far ...keep it up!

  35. #35

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    Why is the cross-hair on? they are easy to turn off.

  36. #36
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    New Update

    Screwing around with speed trees im gonna change the texture of the trees to make them cartoony soon :]

    Please view the updates in my website
    HERE

    Or watch the video directly HERE
    Last edited by TheAgent; 02-17-2010 at 10:12 AM.

  37. #37

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    still awesome, trees have depth and really fit the scene. Exciting stuff you got here.

  38. #38
    MSgt. Shooter Person
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    i agree. im in love with your grass and lighting too

  39. #39

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    the grass looks sooooo cool with all the little panels and how the light catches them.

  40. #40
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    thanks alot :]


 
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