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Everything posted by Rick
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Very cool! I'm also hoping to use this project to show Josh of the poor performance of the controller/navmesh. He should be able to run it through his debugging process to see what is the bottleneck. The game will spawn the bombs randomly throughout the level and have them move towards the player. I suspect, based on prior experience, things will really slow down after 5 controllers are moving around on the screen.
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It would be nice if we would define table script parameters and have the editor respond as such to allow us to define values for the entries in the table. Script.Markers = {} --table Could translate into some kind of repeating control in the editor that allows us to press some kind of plus/add button to make a new entry. This would treat the table as an array and we would access it via local value = self.Markers[1] and use the getn() to get the count when we are looping over it.
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Cool will give it a try when I get home tonight. Thanks!
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Raycast to start with since it's easier to avoid fast moving physics objects. The picture you have above, although it looks like actual bullets, I think that's raycasting as well but they just display tracer bullets for visual effect. Phase 1 will be to just get things moving and shooting so we have something to build off of
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Not sure. I'll have to check it out. I'm using the material that YouGroove already created here http://www.leadwerks.com/werkspace/files/file/480-soldier-toon-animated/
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That's kind of what I was hoping to do with your guy and the bombs. For now I'm going to have the guy shoot at the bombs and they'll explode. If the bombs reach the guy they'll explode and remove 1 heart. The guy will have like 3 hearts or so. If you want to make a 3D heart that I can put it in the level randomly and make it rotate (thinking quake guns turning in the scene that can be pickedup), it can act as a way to get hearts back if he's below 3. I'll work on that and should be able to get something by the end of this weekend. I can put that version in the workshop and we can go from there and expand on it and add features. I'll do a part 1 tutorial on the things it covers.
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Yeah, because I do see the model itself animating and I think without the skinned animation shader it wouldn't.
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I brought YouGrooves guy into a scene. I have him animated and running around with a 3rd person perspective. However, I notice his shadow isn't animating with him. Do I have to do something special to make this work?
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Very nice. I'll make these little guys chase after our hero!
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Do you have the same script as the pistol weapon attached to your weapon? There are conditions that have to be met if I remember right. Also the animations would have to match up in seq number. I did this recently and it required me to go into the script and make some modifications. The pistol script that comes with LE isn't very general to all weapons.
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Give me some bomb enemies to shoot. They should be bombs with legs with a run animation and I'll make them all run to this player and if they hit him they'll explode and do damage! Think you could animate this? It says it has animations but I don't see any in the file when I bring it into UU3D. A simple walk with the twister thing turning would be perfect! http://www.turbosquid.com/3d-models/free-bob-omb-super-mario-3d-model/383539
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The shadow of this guy seems to always be of him with his gun out. Any idea what's up with that? It's like the shadow isn't animating with the model.
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I think that works in first person perspective but in the case he has shown here it would look funny I think because when viewed from the top it breaks what we expect from 3D.
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One idea that someone implemented was to do a ray cast and when the gun in a case like this would go through a wall, they would lower the gun down with an animation. With this model I blend the idle on upper to the walk animation so the gun stays down at the side to avoid this. If shooting we can do the raycast trick to stop shooting and return gun to the sides.
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Can list out the frame numbers per animation here or on the model in the workshop page?
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I got it working by selecting all in UU3D. Then rotating the scene by 180. When you open up the model viewer the character should be facing away from you. I also noticed that if you place your original character in the scene and look at the rotation it says 180. Now after doing the UU3D thing it says 0, which is right.
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Changing character controller to 180 didn't seem to work for me. All it did was reverse my inputs to the controller. For me rotating the scene in UU3D by 180 solved the rotation issue. When you open up the model viewer the character should be facing away from you.
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I'm using YouGrooves little armored guy. Originally the Y rotation right out of the box has it at 180. I opened the source fbx in UU3D and rotated it so now it reads 0. I have the very basic 3rd person script below and what I find odd is when I'm not moving the character is looking away from the camera (as the camera offsets up and back from the character). When I move though the character turns and is facing the camera the entire time I'm moving. Why would this be? How can I fix this? In Script:Movement() at the end I rotate the character (this script is attached to the character model) 180 around Y because otherwise he's always facing the camera no matter what). import "Scripts/AnimationManager.lua" Script.Camera = nil --entity function Script:Start() self.playerMovement = Vec3(0,0,0) self.cameraYaw = 0 self.cameraPitch = 10 local test = self.entity:GetRotation().y self.moveSpeed = 5 self.cameraBone = self.entity:FindChild("Bone_020") self.upperBody = self.entity:FindChild("Bone_010") -- 2 "layers" of animations. the base layer and the upper body layer self.baseAnimMgr = AnimationManager:Create(self.entity) self.upperAnimMgr = AnimationManager:Create(self.upperBody) end function Script:UpdateWorld() -- put "thinking" logic here end function Script:Movement() -- handle player movement self.playerMovement.z = ((App.window:KeyDown(Key.W) and 1 or 0) - (App.window:KeyDown(Key.S)and 1 or 0)) * Time:GetSpeed() * self.moveSpeed self.playerMovement.x = ((App.window:KeyDown(Key.D) and 1 or 0) - (App.window:KeyDown(Key.A)and 1 or 0)) * Time:GetSpeed() * self.moveSpeed -- move the camera to the player and set the yaw from 3rd person view self.Camera:SetPosition(self.entity:GetPosition(true)) self.Camera:SetRotation(Vec3(0, self.cameraYaw, 0)) -- offset the camera up and back self.Camera:Move(0, 3, -3) -- set the rotation of the camera for the pitch self.Camera:SetRotation(Vec3(self.cameraPitch, 0, 0)) self.entity:SetInput(self.cameraYaw, self.playerMovement.z, self.playerMovement.x, 0, false, 1) self.entity:SetRotation(Vec3(0, 180, 0), true) end function Script:Animaitons() -- what animation should we be playing self.baseAnimMgr:SetAnimationSequence(2, 0.02) end function Script:UpdatePhysics() self:Movement() self:Animaitons() end function Script:Draw() -- the order we put these in matters! self.baseAnimMgr:Update() self.upperAnimMgr:Update() end function Script:PostRender(context) end function Script:Delete() end
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Also, your model is rotated 180 instead of 0. Not a huge deal but having it rotated to 0 just makes it easier.
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Your bone names on here aren't ideal. You should name your bones something relevant to human bones so it's easier to find. I'm going to load the fbx into UU3D and figure out what bone is what, but you really should name your bones better because those names are what you need to call FindChild() on to get.
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The bottom is me outside the big box, and the top picture is me going into the big box from the editor. That box csg is 8 units height, and 13x11.25 units.
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I think the "easy" approach to this is having the things you can jump over basically be around the same size. You are right about the "jumpable" flag. This could be done a couple ways and a trigger could be one of them. Place a trigger right next to the thing that is jumpable. if the player is inside this trigger and they press the jump button and forward button, then we do the jump over animation and logic.
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I'm hoping to use your other model tonight in a tutorial to show how to do split animations. We can also rotate bones in code which can give us leaning effects or aid in making split animations better by leaning the spine forward some when running for example if we are doing split animations. The jump over mid/high objects is a sweet addition. I love games that do this. It looks so cool and I would love to try this in code because the way I picture it, the model itself doesn't move forward when doing the animation. It stays still, but in code we would have to disable/hide the controller and manually move the model forward to the other side over the right amount of time and once on the other side, enable the controller again. Sounds like a fun challenge to get the timing right but it looks amazing when you have it.
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Yep. I'll use your model for split animation tutorial.
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I think it's in the world object.