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  1. #161
    MSgt. Shooter Person
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    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.


  2. #162
    MSgt. Shooter Person
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    Apr 2012
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    Vulcan,alberta
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    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

  3. #163
    MSgt. Shooter Person
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    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.^^

  4. #164
    Skaarj
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    Oct 2013
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    Pakistan, Quetta
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    As far i have checked your first port progress its looks really awesome..

  5. #165
    MSgt. Shooter Person
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    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.

    Quote Originally Posted by Hiredicespecter View Post
    Please post your values, so others can benefit from them for UDK's default scale.
    Actually your values work the best for me after trying everything else. Even changing 280 to 70 because I scaled everything down as well

    Thanks again, look forward to seeing more stuff about this game. Can't wait to play it.

  6. #166
    MSgt. Shooter Person
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    Aug 2011
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    Thanks guys. Currently I'm reworking my movement code to better support AI. But studies are keeping me busy. :-(

  7. #167
    MSgt. Shooter Person
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    Aug 2011
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    Finally got space-ship-flying-to-waypoint wokring.


  8. #168
    MSgt. Shooter Person
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    Currently I'm trying to get a custom Scout class working for pathfinding with flying actors. If you have any ideas feel free to give me a hint in that thread. ;-)

  9. #169
    MSgt. Shooter Person
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    I've improved the auto pilot and now NPCs and bots can use it.


  10. #170
    MSgt. Shooter Person
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    Aug 2011
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    Further improvements to the autopilot. Patrolling the Sol System for fun.


  11. #171
    MSgt. Shooter Person
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    Aug 2011
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    Some AI code improvements.

    Last edited by Hiredicespecter; 01-02-2014 at 07:38 AM.

  12. #172
    MSgt. Shooter Person
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    Aug 2011
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    A round Escort Mode with bots. You know like these annoying escort missions.^^


  13. #173
    MSgt. Shooter Person
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    A highway for longer distance travel and a large nebula.

    Last edited by Hiredicespecter; 01-19-2014 at 10:49 AM.

  14. #174
    MSgt. Shooter Person
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    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.

  15. #175
    MSgt. Shooter Person
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    Thanks. The ship needs 2:44 for the the length of the highway. The highway covers about a third of the map's length.

    For the streak effect, I used stick shaped meshes in the emitter.

  16. #176
    MSgt. Shooter Person
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    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.

  17. #177
    MSgt. Shooter Person
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    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.
    Last edited by Hiredicespecter; 01-20-2014 at 05:49 AM.

  18. #178
    MSgt. Shooter Person
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    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.

  19. #179
    MSgt. Shooter Person
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    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.

  20. #180
    MSgt. Shooter Person
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    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.

  21. #181
    MSgt. Shooter Person
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    Dec 2013
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    That's awesome! keep working man!

  22. #182
    MSgt. Shooter Person
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    @zibipod: Thanks. :-)

    @ScriptingScrub: What scale is your ship relative to the Cicada mesh? And what max/effective speed does it have?

  23. #183

    Default

    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

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Last edited by linolafett; 02-09-2014 at 05:59 PM.

  24. #184
    MSgt. Shooter Person
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    @linolafett: Finally ;-) The wait has been worth it.

    @Scripting Scrub: I've have measured a complete flight from west to east, it takes about 7 minutes at my normal traveling speed.

  25. #185

    Default

    Our Sundaymeeting was productive, we solved some issues. I also worked a bit on the metal shader, maybe a bit to shiny, but its okay for now.
    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
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

  26. #186
    MSgt. Shooter Person
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    Finally got the tractor beam working.

    The secondary mode, the blue long beam, works like a grapple hook.


    Last edited by Hiredicespecter; 02-24-2014 at 02:38 PM.

  27. #187
    MSgt. Shooter Person
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    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. ;-)

  28. #188
    MSgt. Shooter Person
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    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.

    Last edited by Hiredicespecter; 03-23-2014 at 03:10 PM. Reason: Spelling

  29. #189
    MSgt. Shooter Person
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    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?

  30. #190
    MSgt. Shooter Person
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    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.

  31. #191
    MSgt. Shooter Person
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    Quote Originally Posted by Hiredicespecter View Post
    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.
    Good to know, thanks. I will need to look into doing this with my ships eventually. I kind of did a similar thing but its much more of a hack job at the moment

  32. #192
    The Sacrifice
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    Nov 2009
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    error
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    Ships!!!!!
    self.SetPhysics(Phys_MoonWalking);
    Platform shooter W.I.P


 
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