Thanks to Farseer, I've been able to solve the rotation issue, most of it. ;-)
Now the bots are a bit of a challenge and the aiming of the ship is better.
Dude this is amazing! I would totally get this or play it any way. Wow Dude keep up the good work!
The follower of the most high God
Thanks, I'm trying to get the game to a quality where I can release it. The two major issuses left are the weapon system and the HUD. The HUD is a bummer as I don't know Flash. Gonna take care of the weapon system first.^^
As far i have checked your first port progress its looks really awesome..
First off, I got a bit busier than I thought(obviously) with other aspects of the game/team members/life. But just wanted to say this little snippet of code is AMAZING. Wish I would've added it sooner, no idea how easy it would've gone in.
Thank you so much for posting this, worked perfectly on the first try. That camera was bugging me for months, really nice work.
Thanks again, look forward to seeing more stuff about this game. Can't wait to play it.
Thats awesome! How long does it take to fly normally from one side of your map to the other with no highway?
Also I'm just curious, how did you implement the streak effects when the ship is using the highway? They look really nice.
wow really? How did you get your map so large? I shrank my ship down to the point where it wasn't flyable because the player controller couldn't fit in a vehicle that small and then made it JUST bigger than that, but it still only takes 3:50 to fly the length of the entire map. The ship isn't going that fast either, I think if I turned the speed down any more then the dog fights would seem like they where all moving in slow motion.
I never had issues with the controller as it has no size, the human pawn does though. ;-) I scaled it down by 4. Any smaller than that and the UTPawn code doesn't like it and you get issues with the near clipping.
Generally I would not consider slow motion to increase the feeling of distance. I would go with scaling distance things and using level streaming.
Oh right by controller I meant pawn :P
So you use level streaming then? Do you have problems doing that with multiplayer? I'm not sure how I could have dedicated servers and level stream properly.
I don't use level streaming, because using level streaming to increase the feeling of distance would not work in MP, at least not the way I want it to.
Normal level streaming should work in MP, even on a dedicated server. But I haven't tested it.
Right those where the same thoughts that I had. I'm just trying to figure out what type of wizard magic you used to make your map take so much longer to fly across than mine. If my ship is as small as it can go before the pawn starts to clip and my ship doesn't go any faster than yours(seems like the same speed after watching more of your videos), I'm not sure what's going on. Either way I'm jealous.
The Art departement is checking in!
I am currently working with Hired together to create new assets with a new workflow.
This is the current prototype i am working on.
We are now switching to atlastexturing to make the workflow easier and faster (aside other good stuff).
The model has around 8.5k tris and uses a 4k atlastexture (wich will be used on almost every asset for the game later) and a 2k paintoverlay texture, which is in early wip stages.
I hope i will find some more time soon to create new assets for slot5. Have to keep that gameart going
Last edited by linolafett; 02-09-2014 at 06:59 PM.
Currently I'm trying to solve two materials issues that I came across when working with multiple UV layers and an atlas texture:
1) Translucent Material Won't Compile With UV Coordinate Index > 2
2) Material - Can't Replace a Single Vertex Color
Any ideas are appreciated. ;-)
We managed to solve the issue of replacing a sinlge vertex color,
that's why I proudly present the newest addition to our fleet: The Zero.
This fast and agile ship has been developed by Linolafettatnet and uses a new shader and new damage effects.
Nice work! The character in the cockpit with the cockpit animation looks really nice.
For the ship engine exhaust, is part of the material actually brightening and then turning off with the engine? How did you get that to work if you don't mind sharing?
Thanks, the character and his animation are still placeholders tough.
Yes, a part of the material is actually brightening depending on the engine. We used a material group for each engine with its own material instance. The engine emissive of each material instances is changed with a scalar parameter updated in UnrealScript.
Platform shooter W.I.P