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Yue

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Everything posted by Yue

  1. TEMP 2019-12-16 19-27-08.mp4
  2. It looks great, something to see is that the axles of the tires are not visible, although I can see them in blender. Tomorrow I release version 0.1 alpha.
  3. Yue

    Prototype Vehicle

    Yes, the shadow is rare, the mountain does not produce shadow, the shadow of the character is floating, look at the shadow of the vehicle and the shadow of the character, the shadow of the mountain is missing.
  4. Yue

    Tools Terrain

    Yes I did, but the brush is too small for a 4096 x 4096 lot.
  5. I don't know how viable it is at this point to ask for things for Leadwerks. But I would like to paint on the ground and put rocks, trees in a viewfinder in texture mode, so that I can cover the most amount of ground, plus a much larger brush.
  6. My tests cross a 4096 x 4096 terrain in a vehicle. They show that it takes an average of two minutes to get from one side to the other. Now when it comes to walking, it's really more time. But I don't know how this becomes viable to put layers, rocks, etc etc. etc.
  7. About the time to cross a map, a player on foot, can have enough with a map of 1024x1024, however a map of 2048x2048 to cross it in vehicle, makes it relatively fast, and the best option would be a large map of 4096x4096, however I have an idea, and is that the player does not go outside the range of a perimeter by establishing high radioactivity zone and a message that tells him to return.
  8. Yeah, it looks like it's impossible. Here I found a partial solution and it is to put another viewer in Rendered Mode - Texture, this implies that I can paint in the 3D viewer and visualize the result in all terrain in the next viewer. However, it's usually very cumbersome for me, I have a long delay in the editor.. Edit: But filling such a large map is relatively tedious.
  9. Yue

    Prototype Vehicle

    The issue of the terrain is obviously that the terrain does not cast shadows, so a high mountain with a sunset makes you see in the distance the floating shadows and not the shadow of that mountain. This is because I plan to cycle day or night. Although evidently it is possible to handle with only one on the head of the player (half day) and would imply that there were not alone night or day. On the rocks I am creating small stones, few polygons and on the relief you can put a bump map on the ground, and the result would be something like this. Translated with www.DeepL.com/Translator And shadows strange effects mountains.
  10. Yue

    Prototype Vehicle

    The prototype of a four-wheeled vehicle is completed, where the third person player can get on and off the vehicle by pressing the E key. To move the vehicle either forward or backward, is done with the keys W, and the key S, to brake with the space key. And the principle is the same as when driving the character, a third person camera goes behind the car orbiting 360 degrees. I don't think the vehicle is that bad, but I'm absolutely sure it can be improved. The idea is that this explorer works with batteries, which eventually run out during the night when there is no sunlight. Translated with www.DeepL.com/Translator Mechanics of the game. I'm going to focus on the mechanics of the game, establish starting point (Landing area), after the orbiter accident on Mars where all your companions died, now, to survive, you will have to repair your suit, oxygen runs out, good luck. This involves replacing the oxygen condenser that is failing and the suit is stuck. On the ground and performance. The rocks, the terrain and the vehicle kill the SPF, but there is a solution, and everything is related to the chassis of the vehicle. That is to say that if I put a simple collision bucket for the vehicle, the yield recovers, something that does not happen if I put a collider of precise calculation for the car. This has the advantage of better performance but is not very accurate, especially when the car crashes with an object in front, because the horn of the car has no collision. And the solution to this, is to put a sliding joint, as was done with the area in which the player climbs the car and descends from it. On the rocks, I am trying to make them with the slightest polygons and the most distant from each other. Obviously on Mars I can not create canyons, high mountains, is because the terrain does not produce shadows on itself, that's why the terrain tries to be as flat as possible, simulating a desert with dunes. That's all for now.
  11. There is the possibility of increasing the size of the brush, I have a land of 4096 x 4096 and the brush in its size is not enough, plus there is a limit in the editor to view the terrain. What I want to do is to paint an entire terrain with several layers and then accommodate its presentation with the respective configurations, also for rocks.
  12. You need a debris accident area. An orbiter on high orbit mars has crashed, and all debris is scattered over a considerable area of mars. For the survivor, this is indispensable to recover resources that will allow him to survive. Oxygen, food, shelter, tools etc. Note: Low Poly
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