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Alienhead

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Everything posted by Alienhead

  1. Alienhead

    Forest Path

    Is this a custom DOF? or is that just bloom?
  2. Alienhead

    Outdoor GI

    Love this screenie. Needs some rocks though :)>>
  3. Adding to this list: In order for me to attach a NavAgent to a entity already in the world I have to move the entity to 0,0,0 and rotation 0,0,0 then attach it, then SetPosition() and SetRotation() the agent back to the normal spot for it to work. Simply creating the agent, moving it to pos and rot then attaching it causes some weird effects usually resulting in the model/entity being placed all about the map.
  4. Adding to this list: navagent:Stop() is missing in lua.
  5. Also trying to mimic the creation in code results with an error: navmesh = CreateNavMesh(world, 100, 64, 64, 32, 0.25, 0.4, 1.8, 0.5, 45) CreateNavMesh(shared_ptr<World> world, const float height, const int tilesx, const int tilesz, const int tileres = 32, const float voxelsize = 0.25, const float agentradius = 0.4, const float agentheight = 1.8, const float stepheight = 0.501, const float maxslope = 45.01)
  6. Josh, can you expose the NavMesh class to lua? I need to access an editor created Navmesh but i cant cast it and lua thinks its Entity class. So CreateNavAgent(navmesh) fails. navmesh = NavMesh(navmesh) or nav:As<NavMesh>()
  7. Is NavMesh creation currently turned off in the editor? Nothing happens whatsoever when I click Build NavMesh. just wondering Strike that, I just realized I was doing it wrong.
  8. Update WL #5 - Mounts After a lot of changes to how I originally was going to implement mounts, I finally decided on a path and began working on it. To my surprise I did not run into many speed bumps other than animating in blender and getting formats to work as they should. There's still some polishing to do overall with mounts but the framework is there and it's solid. In trying to follow the standard way of doing things in UAGC, I made a prefab for mounts with as little options as possible to keep things simple. That's really all there's needed to get a rideable mount into a game using UAGC, I will be including my horse mount as a starter mount but by using the same skeletal rigging - any mount mesh will work. I have later plans on adding exotic mounts like dragons and bears and such but for now I'm happy with just having this framework completed. This component took a good 2 weeks to complete and contains over 2,000 lines of optimized code. The update: Added: Mounts component Unlimited mounts allowed per map Mounts are configurable with variables such as scale, speed and handling. Mount name label system Mounts can go to sleep after x amount of time of no use. ( they wake back up when the player gets within range ) . Mount component is now intertwined with the player controller routines to provide a submersive experience. Sound effects added for all areas of mount riding. Mounts interact with the environment allowing for collection of powers ups and loot boxes from within the saddle. Added functions to easily allow me to install swimming and water interaction abilities when I get that far along. Added expandable functions for flying mounts. ( wip ) Combat functions are in place, not working yet but they will as soon as I get enemy AI in place. Combat from the saddle will be possible. The animal itself will be configurable for combat. ( battle-mounts* ). And much more ! The media:
  9. Update WL #5 - Mounts After a lot of changes to how I originally was going to implement mounts, I finally decided on a path and began working on it. To my surprise I did not run into many speed bumps other than animating in blender and getting formats to work as they should. There's still some polishing to do overall with mounts but the framework is there and it's solid. In trying to follow the standard way of doing things in UAGC, I made a prefab for mounts with as little options as possible to keep things simple. That's really all there's needed to get a rideable mount into a game using UAGC, I will be including my horse mount as a starter mount but by using the same skeletal rigging - any mount mesh will work. I have later plans on adding exotic mounts like dragons and bears and such but for now I'm happy with just having this framework completed. This component took a good 2 weeks to complete and contains over 2,000 lines of optimized code. The update: Added: Mounts component Unlimited mounts allowed per map Mounts are configurable with variables such as scale, speed and handling. Mount name label system Mounts can go to sleep after x amount of time of no use. ( they wake back up when the player gets within range ) . Mount component is now intertwined with the player controller routines to provide a submersive experience. Sound effects added for all areas of mount riding. Mounts interact with the environment allowing for collection of powers ups and loot boxes from within the saddle. Added functions to easily allow me to install swimming and water interaction abilities when I get that far along. Added expandable functions for flying mounts. ( wip ) Combat functions are in place, not working yet but they will as soon as I get enemy AI in place. Combat from the saddle will be possible. The animal itself will be configurable for combat. ( battle-mounts* ). And much more ! The media:
  10. I actually prefer hotkeys for the translate, rotate and scale manipulators as I use them TONS more than the surface selectors. But I guess it's a matter of opinion in the end. Plus coming from LEADWERKS I'm already hitting 1,2,3 in the editor but nothing happens ( yet )..
  11. How would I go about removing an attachment from an entity after it's been attached to something? Entity::Attach() But no Entity::Detach() ? I tried Entity:Attach(nil, nil) but no go.
  12. No update this week, mainly because the next update has been a huge undertaking. I'm still putting the final touches on it but without giving to much away before it's complete - I'll leave this screenshot with you.
  13. I get the error when hitting f5 in the editor, or attempting to launch from Vcode.
  14. I'm on the stand alone version
  15. As soon as I place a texture ( skin ) on the mesh and hit save.. the model become deformed. Actually I don't even have to texture it. Just resaving the model from the model editor corrupts the bones somehow.
  16. About 9 out of 10 animated models I bring into Ultra result in the following: Bringing the unskinned mesh into Ultra is fine, all animations show up correctly. After skinning the animated mesh, I get all kinds of deform. Oddly enough, while playing the animation in the Ultra model editor and skinning it, the animations are fine. This deformation only occurs after hitting save and exiting the model editor then reloading the model. Now if I completely skin the mesh in Leadwerks and do all my animation extractions etc.. then bring it into Ultra where I dont have to hit SAVE in the model editor, it works fine.
  17. Does AddPointForce()) not effect player_controller physics ? I'm applying point force to my player controller but it does not seem to effect it in anyway.
  18. The grass seems to be taking no shadowing or coloring either, it looks unlit no matter what i do.
  19. Terrain icon and others on top is hidden under desktop DPI.
  20. Is this a know bug or not? I couldn't find it no where and thought I'd report it 'just in case'.
  21. Small update, UAGC now has eye tracking! Only requirement is the RIG must contain a standard set of facial bones. If the bones are absent then the feature is automatically nulled out. I use the Paul Neale facial bone rig as it seems to be the most commonly used. But any rEye, lEye attached to head bone will do the trick.. it's not picky. https://paulneale.com/tutorials/facial-rigging-method-which-is-best-for-you-and-your-production/ All known bugs have been squashed, including a pesky jump/landing bug I've been tracking since early development. Added eye tracking and mild/light facial expression abilities ( controllable via a self:express() routine ). Added 3 new animation skeletons, short, normal and tall skeletons ( females ), males are on the way. Added ability to hot-swap the player mesh and stats in-game. No need to reload the entire map to load a new character! This should prove to be useful for games where the player controls more than one player type. ( self:playerswap(infos) ). Added eco-system, object pooling now active, started 3d sound controller. Laid out module blue prints for player pets, combat and cosmetic pets will be supported. Added Items Database. This database holds the following catagories for game items. Weapons ( Ranged, hand to hand, melee and magic ) Collectibles ( and items used by the upcoming quest system ). Useables ( includes powers, food/drink etc.. Anything that can be used then destroyed ) Misc - the section you can toss anything into that does not specifically fit any other catagory. Started the Ranged combat modules Added our first gun! The Splatter gun - used for testing out the combat module. Added 2 new playable female characters. ( Sasha and Jenna ). Fixed: Players feet no longer go below elevators/lifts base while moving. Lip moving ( npc talking ) and some moderate facial expressions are on the way. No time for a video this week, I got to leave out early.. Until next time !
  22. Correction, FIXED in build 855. My apologizes.
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