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Genebris

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Posts posted by Genebris

  1. There's running and there's running. If your game runs at 10fps on some hardware, I don't think it's fair to call it a minimum.

    Exactly. In my opinion minimum specs should be able to run the game at 60 fps (or 50 at least) on lowest possible settings.

    I'm not paying for a game to be able to launch executable file, I'm paying to be able to have good experience.

  2. I would make legs of the turrents parent and rotating part child, othervise base of the turret will rotate with it's top. Just attach a top part as a child in Blender and export them both, they will come as a combined model.

    • Upvote 1
  3. I have only used Shadmar's solution and it's amazing. Solution by Mattline1 requires messing with C++ and I don't even have VS on my PC at the moment because I'm limited on space on system drive so that's a problem for me for now, while Shadmar's PBR just replaces some shaders and everything works.

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  4. Genebris what about all the rest of the code? What can you delete? What do you comment out? How do you attach it to a player?

    Leave the rest of the code untouched. use default FPS prefab.

     

    How do you determine distance between the player and the camera and the camera height?

    When camera is attached to it's pivot set camera position to 0,1,-1 in local space. It will be offset by 1 meter behind player and one meter above player.

  5. That's actually a very basic task so you should do it yourself.

    Take FPS script, find a line where it creates a camera and replace camera creation with pivot creation (Camera:Create -> Pivot:Create).

    Then right after this create an actual camera, parent it to this pivot and offset by -1 meter on Z in local coordinates.

     

    You will probably want to remove a part of code that makes FPS player model invisible because you actually want to see it from this perspective. It's somewhere in Start(). Or just attach any other model to the player.

  6. Place a pivot inside player, parent camera to this pivot, rotate this pivot depending on mouse coordinates.

    To avoid walls throw a raycast from this pivot to the camera, if it hits something in between then position the camera in hit position.

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