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mdgunn

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  1. As part of working to completion on opening cinematics I wanted to have something interesting occur. Putting these things together requires a certain amount of work - remodelling cube, rigging it, animating it and then scripting it. It might not seem worth it for a few seconds of game but it's also part of me getting better at certain aspects of Blender, which is one of my main reasons for putting quite a bit of time into the project. As such I feel it's an important part of the path I want to take in this project. The sequence below would be when the cube lands outside the ship. It doesn't represent the final form but rather completion of a good chunk of the technical requirements to get it working.
  2. I usually try to keep things exposed to the editor so things that are possible to do there *can* be done there. To get access to the same things via code you can loop through the world objects and look for a named object or a certain property (e.g. a property set up to specify the type). Looping through all objects is of course expensive but it should just be done once on level load and then you have the references you need (stored in a lua table for example). For example I (and I think others) usually have a line in the items lua script to set the itemType like this.. Script.itemType="cryo_pod" if you look through all world objects and check if they have self.itemType=="waypoint" for example then you would have a list of all possible waypoints. However, this has not been stated for developers to have to use this name or do this step so it could be that some one else has done Script.type or Script.item or something similar but not quite the same.
  3. Sounds great. If no waypoints yet then I think they will be necessary yes. If you need any discussion on how to approach then let me know. I will check out the level.
  4. Below is a log of what I get. Is it supposed to show menu or go straight to the map? I think it is working but I have to go to menu first and then new game and it ends up on the right level. PS G:\WORK\LEADWERKS\forth> .\forth.debug.exe +loadlevel 3 Initializing Lua... Warning: Lua sandboxing disabled. Executing file "G:/WORK/LEADWERKS/forth/Scripts/Error.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/Main.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/Utils/Serializer.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/Utils/Configuration.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/GameWorld.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/Island.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/GameState.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/GuiManager.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/Menu/MainMenu.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/Dialog/Dialog.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/Dialog/DialogManager.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/Reader/Reader.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/Console/Console.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/SpellSelector/SpellSelector.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/GenericTextUi/GenericTextUi.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/Dialogs/DialogsDataLevel1a.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/Dialogs/DialogsDataLevel3.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/Dialogs/DialogsHandlersLevel3.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/Dialogs/LevelsIntro.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/Timer/SimpleTimer.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/Dialogs/DialogsDataLevel2.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/Missile.lua" Executing file "G:/WORK/LEADWERKS/forth/Scripts/Objects/Physics/globalFunctionsForSpells.lua" Initializing OpenGL graphics driver... OpenGL version 461 GLSL version 460 Device: Radeon RX Vega Loading material "G:/WORK/LEADWERKS/forth/Materials/Effects/smoke.mat"... Loading shader "G:/WORK/LEADWERKS/forth/shaders/particles/default.shader"... Loading texture "G:/WORK/LEADWERKS/forth/Materials/Effects/smoke_particle.tex"... test: 3 Loading font "G:/WORK/LEADWERKS/forth/Fonts/Arial.ttf"... Loading font "G:/WORK/LEADWERKS/forth/Fonts/Arial.ttf"... Loading font "G:/WORK/LEADWERKS/forth/Fonts/Arial.ttf"... Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Drawing/drawprimitive.shader"... Loading component "G:/WORK/LEADWERKS/forth/Scripts/GUI/Panel.lua..." Executing file "G:/WORK/LEADWERKS/forth/Scripts/GUI/Panel.lua" Loading component "G:/WORK/LEADWERKS/forth/Scripts/GUI/Button.lua..." Executing file "G:/WORK/LEADWERKS/forth/Scripts/GUI/Button.lua" Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Drawing/drawtext.shader"... Deleting script "G:/WORK/LEADWERKS/forth/Scripts/GUI/Button.lua" Loading component "G:/WORK/LEADWERKS/forth/Scripts/GUI/Button.lua..." Executing file "G:/WORK/LEADWERKS/forth/Scripts/GUI/Button.lua" Loading component "G:/WORK/LEADWERKS/forth/Scripts/GUI/Tabber.lua..." Executing file "G:/WORK/LEADWERKS/forth/Scripts/GUI/Tabber.lua" Loading component "G:/WORK/LEADWERKS/forth/Scripts/GUI/Label.lua..." Executing file "G:/WORK/LEADWERKS/forth/Scripts/GUI/Label.lua" Loading component "G:/WORK/LEADWERKS/forth/Scripts/GUI/ChoiceBox.lua..." Executing file "G:/WORK/LEADWERKS/forth/Scripts/GUI/ChoiceBox.lua" Loading component "G:/WORK/LEADWERKS/forth/Scripts/GUI/TextField.lua..." Executing file "G:/WORK/LEADWERKS/forth/Scripts/GUI/TextField.lua" Loading texture "G:/WORK/LEADWERKS/forth/Materials/Forth/Library/Fire Orb2.tex"... Loading texture "G:/WORK/LEADWERKS/forth/Materials/Forth/Library/Water Orb3.tex"... INFO - Loading new map : GameMaps/menu/level Loading map "G:/WORK/LEADWERKS/forth/Maps/GameMaps/menu/level.map"... Loading material "G:/WORK/LEADWERKS/forth/materials/sky/spaceskybox.mat"... Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Editor/skybox.shader"... Loading texture "G:/WORK/LEADWERKS/forth/materials/sky/spaceskybox.tex"... Loading texture "G:/WORK/LEADWERKS/forth/Materials/Common/bfn.tex"... Loading material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat"... Loading texture "G:/WORK/LEADWERKS/forth/Materials/Effects/default.tex"... Loading material "G:/WORK/LEADWERKS/forth/materials/effects/lensflare.mat"... Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Model/diffuse.shader"... Loading texture "G:/WORK/LEADWERKS/forth/materials/effects/lensflare.tex"... Loading material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat"... Loading material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat"... Loading material "G:/WORK/LEADWERKS/forth/materials/effects/tracer.mat"... Loading texture "G:/WORK/LEADWERKS/forth/materials/effects/tracer.tex"... Loading material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat"... Loading material "G:/WORK/LEADWERKS/forth/materials/particles/white_to_alpha.mat"... Loading texture "G:/WORK/LEADWERKS/forth/materials/particles/white_to_alpha.tex"... Loading material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat"... Loading model "G:/WORK/LEADWERKS/forth/models/architecture/asteroid-pod.mdl" Loading material "G:/WORK/LEADWERKS/forth/materials/simple/low_poly_palette.mat"... Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Model/diffuse+normal+specular+emission.shader"... Loading texture "G:/WORK/LEADWERKS/forth/materials/simple/low_poly_palette.tex"... Loading texture "G:/WORK/LEADWERKS/forth/materials/simple/white_dot3.tex"... Loading texture "G:/WORK/LEADWERKS/forth/materials/simple/grey.tex"... Loading texture "G:/WORK/LEADWERKS/forth/materials/simple/low_poly_palette_emission.tex"... Loading material "G:/WORK/LEADWERKS/forth/models/architecture/asteroid-pod-sign-decal_col.mat"... Loading texture "G:/WORK/LEADWERKS/forth/models/architecture/asteroid-pod-sign-decal_col.tex"... Loading texture "G:/WORK/LEADWERKS/forth/models/architecture/asteroid-pod-sign-decal_col_dot3.tex"... Loading texture "G:/WORK/LEADWERKS/forth/models/architecture/asteroid-pod-sign-decal_emn.tex"... Loading shape "G:/WORK/LEADWERKS/forth/models/architecture/asteroid-pod.phy"... Loading model "G:/WORK/LEADWERKS/forth/addons/mdg_planets/models/planet.mdl" Loading material "G:/WORK/LEADWERKS/forth/addons/mdg_planets/models/2k_earth_daymap.mat"... Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Model/diffuse+normal.shader"... Loading texture "G:/WORK/LEADWERKS/forth/addons/mdg_planets/models/2k_earth_daymap.tex"... Loading texture "G:/WORK/LEADWERKS/forth/addons/mdg_planets/models/2k_earth_normal_map.tex"... Loading material "G:/WORK/LEADWERKS/forth/addons/mdg_planets/models/atmosphere.mat"... Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Model/diffuse+alphamask.shader"... Loading texture "G:/WORK/LEADWERKS/forth/addons/mdg_planets/models/atmosphere.tex"... Loading material "G:/WORK/LEADWERKS/forth/materials/menu/title2.mat"... Loading texture "G:/WORK/LEADWERKS/forth/materials/menu/title2.tex"... Loading material "G:/WORK/LEADWERKS/forth/materials/menu/poweredbyleadwerkslogo.mat"... Loading texture "G:/WORK/LEADWERKS/forth/materials/menu/poweredbyleadwerkslogo.tex"... Loading component "G:/WORK/LEADWERKS/forth/scripts/objects/cameras/camdolly.lua..." Executing file "G:/WORK/LEADWERKS/forth/scripts/objects/cameras/camdolly.lua" Loading component "G:/WORK/LEADWERKS/forth/scripts/objects/sound/noise.lua..." Executing file "G:/WORK/LEADWERKS/forth/scripts/objects/sound/noise.lua" Loading component "G:/WORK/LEADWERKS/forth/scripts/objects/movement/tumble.lua..." Executing file "G:/WORK/LEADWERKS/forth/scripts/objects/movement/tumble.lua" Loading component "G:/WORK/LEADWERKS/forth/scripts/objects/cameras/camdollyevent.lua..." Executing file "G:/WORK/LEADWERKS/forth/scripts/objects/cameras/camdollyevent.lua" Loading sound "G:/WORK/LEADWERKS/forth/Sound/Music/forth_menu.ogg..." Deleting material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat" Error: Asset map value is different Deleting material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat" Error: Asset map value is different Deleting material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat" Error: Asset map value is different Deleting material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat" Error: Asset map value is different Deleting material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat" Deleting texture "G:/WORK/LEADWERKS/forth/Materials/Effects/default.tex" Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Misc/occlusionquery.shader"... Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Model/Shadow/shadow.shader"... Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Lighting/directionallight.shader"... Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Lighting/spotlight.shader"... Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Drawing/drawimage.shader"...
  5. I sometimes mess around with music. I created this for title menu/and or cinematics until start of game. It's a first stab and as I made it can be tweaked, balanced or scrapped. forth_menu.ogg
  6. Had rather a busy week last week and then been away for a few days. Here is the content of gworld do local _={player={1,{y=0,x=0,z=0},{ry=0,rx=0},{sy=0,sz=0,sx=0},{rsy=0,srx=0,rsx=0,sry=0}},level1={},level2={},nrislands=2,level01a={tele2status=0,tele1status=0,allclipsreadstatus=0,genstatus=0},level3={},islands={{name="Principium",id=1},{name="Secundus",id=2}}};return _;end Remeber I copied the files that failed on my AMD desktop to my Intel laptop and it worked OK so this is why seemed more than just a code issue though maybe it we change what it's doing somewhere it will correct it for both somehow.
  7. Unfortunately the +levelload command doesn't seem to work for me. It starts up but I just end up on start.map. Maybe some AMD issue is somehow still having a problem. I'll see if I can figure it out.
  8. How to realease things properly in Leadwerks is not well documented and something I'm a bit unsure about. In general for 3D assets I hide them wait a while then release them. For sounds, not sure what the rules are too well. If you still have trouble let me know and I'll have a dig around.
  9. Thanks. It's Marmoset Toolbag 3.
  10. Wasn't really going to model this out. Just wanted a stand-in for some tests but went a bit further. May do a v2 and scrap this one but thought I'd post here anyway. I'm not sure how clear it's been (I have a bad memory and sometimes I think I mentioned something maybe I didn't - just though about ) but I have considered that the cube carries a sphere and it is the sphere that breaks in and travels down the tube from outside to try to take over ship (by whatever means, virus, physical electrical damage etc.). Not terribly happy with the first attempt but here it is anyway....
  11. It odd that it is AMD not Intel/Nvidia yes. Hard to tell what is cause. Probably something to do with differences in the way graphics are re-initialised with context and other things I don't know too much about. If publishing can work it can be useful. It figures out which assets are in use so if there are some unused ones it will avoid packing them....though sometimes I suspect it may get this wrong and this can lead to failure, though I may well be wrong. I will keep the possible need to rebuild the project in mind.
  12. Did some more tests. I tried out the console on my laptop which is intel gfx and intel CPU and it works OK there so it does seem to be some weird CPU or GFX AMD issue. Are you @Fritz or @aiaf on Intel/Nvidia? I tried out Publishing project and that does not load on either Intel or AMD. Can others confirm? I am thinking that eventually we may need to strip this project down and rebuild afresh with any not needed stuff removed. I always find I need to do this in my own projects and quite often operate a TEST project and a Real project and try to keep the release project very clean. I also often keep non LW assets out of the LW folder in an assets folder. My typical structure would look like the image below with leadwerks stuff in the src directory. Maybe we can hold of on stripping down and reorganising for now (and maybe for all time) , but it may become necessary and I don't mind doing it if we have to. We DO need to get the publishing thing fixed though and when I've been in similar situations before the lack of information means that I've been forced to basically start from scratch and re-import EVERYTHING in bits making sure that the Publish is working after each bit. I don't mind doing this if need be so just letting all now. The problem with console crashing out on AMD makes it more difficult to integrate cryo with VR as I can't get to it in the right state. @aiaf Can you suggest an alternate to console that will let me load up VR without conole and for VR to be in the right state? I think there was a previous method with states?
  13. Most of my sounds I make up myself in a music sequencing program and VST plugins which I've gathered over many years. Usually they are stock presets from the VST with maybe a simple note change. The VST used here is BioTek 2 which I happen to have. I usually just try to find something roughly suitable as a quick stand-in - that might be OK - but sounds can easily be changed later.
  14. Finished VR Unit with script. Script is currently setup to work with nodegraph for ease of use. See test map 'Maps\Test\VR\test-vr-unit.map' for use and hook-up - the light is of course just for test purposes. I think I will be the one using this in my maps anyway.
  15. V2 - wanted to reduce the space it took up a bit.
  16. First attempt at VR headset and unit. Headset is not really low poly. May redo but these may do as standins for now. Not yet checked in.
  17. I see the cinematic as triggering on a new game. The aim is to try to help make clear what might seem a confusing situation (e.g. they would naturally think the space ship is in space) The aim is to try to convey the following information: The cube is a mysterious device of some ability - it can locate and navigate to ship There is a landscape out there beyond the ship The ship is buried - rather than being in space as the user would otherwise naturally assume. The ship is connected to the surface through some temple like structure The cube managed to locate an external entry point - the gripping arms and delivery tube. The cube is attacking the ship with electricity, the cube splits in half and the sphere emerges and tries to hack in with a manipulator tool (unless I get the cube to do that but I think it will be the sphere). The electricity then links with the electricity that I showed in the AI level that I need to add in (if I haven't lost the copy of the level I put it in). There is a ship AI trying to wake player - I will after this move camera into ship through window to near head position of cryo tube and fade to white there, with AI message either before the fade so we know what is going on from point of view of situation outside sleep in real world. I think I will end things that the cube is attacking outside, the sphere is trying to get in but is not yet in and the ship is trying to wake player up. Sphere will later get further inside later I think so there is an extra bit of action/emergency. Any comments just let me know. Over the weekend I will try to find time to do some combination of: VR unit (made a bit of a start on this). Probably consider mechanism of how cryo room sets values that vr room can see. I guess I just set something in the global object that I think you have. Make sure I can physically activate the key story points that we've been discussin to get between levels and move story along. I have a simplified level where I will put each of the objects that can trigger things (e.g. regain health, trigger level from VR etc.). You can see it below (it is in maps/test/storypath/test-story-path-1.map) though may not be latest version. Further tie together cinematics. Further flesh out the ship to surface/temple/factory bit which is still mostly block-in. Think I may avoid linking in my additional extension to this level until this more complete Rebuild cryo level. Unfortunately I still find it crashes if I try to change it. I'm thinking of splitting it down into a few smaller rooms anyway. This will take some time but I think I'm going to have to do it as I think it will make things better and help keep frame rates up by reducing max viewable items at any one position. Possibly some ship decals (possible) play with remodelling tank bot some more I think that would also be the rough order though things might be done.
  18. Original tank was always supposed to be something of a stand-in for combat tests as it wasn't clear if we might go more fantasy than sci-fi. As it's been in unchanged a while I though I'd look at a bit of an update. Not final. May not integrate yet until other ongoing tasks are developed further. May just do alternate more robotic and less traditional design.
  19. Here is a mockup of the opening cinematic to test what joining them together would be like. The flyover section (2nd bit) is too long. When I put them together in engine I will make it shorter. There is clipping on the 3rd bit as it was a quick test.
  20. Fixed up Slas's nice clawbot. Did a small amount more detailing, texured and fixed rig. Animation not final just a test that they were coming in OK. This could be an enemy but I also plan either to have them just in deactive form in factory section after ship (assembly line robots on shutdown assembly line), and also in hidden form as part of a claw structure in outside of ship
  21. Hard to know what you have in your scene there but is it possible that you have some meshes that are not currently visible?
  22. OK I think I understand those items and don't see anything I disagree with so I'll work towards being able to do these things within my levels with conisderation of the integration with yours.
  23. OK I am putting together some notes....they are a bit scrappy. I can neaten them up later....here is a suggested scenario so far (perhaps not entirely inline with the detail in the original doc but I'm considering either bringing it closer if it makes sense....or not if it doesn't - depending on if final implemented story ties into a back-story or not). (rememeber I will update and perhaps review later - I only have limited time now but wanted to start making some notes). (From Start Menu) - Space to Planet Cutscene - cube passes from space down to planet surface (fade to white - as if in cloud) - Sky to Ground Cutscene - Cube passes over landscape, underground base and ship scanned through ground, circles above site, descends through surface vent, swoops through temple-like structure, down lava (near ship exit) filled tunnel to land near head of ship (outside sitting area of cryo room but main ship interior level not loaded here - probably) fade to black - [Fade from black] - stationary cube opens on ground revealing sphere - Manupulating arms lift sphere and examine it near entry suction vent tube but it does not pass inside. (consider if sphere should somehow interface with ship and kill off subjects 0-3). Alarm sounds. Ship AI is aware of threat now. AI Attempts to revive subject 004 resulting in subject 004 entering level 001 - [LEVEL 01] Subject explores level 1 eventually reaches goal point to trigger exit from sleep and waking in already open pod 004 in LEVEL 02. - [LEVEL 02] subject 004 falls to floor (physics body or camera path). Fade to black...few seconds of black...fade from black. 004 can now explore room. First actions expected to be to heal and/or turn of the alarm, prompted by visual clues of low health and of flashing alarm button. After this viewer can gather some information from text logs on TABLET ON TABLE, TABLET IN LOCKER. Wall monitor will show images suggesting sphere had landed and is attempting to enter the ship. Flashing light/indicator on monitor (or table display monitor) invites user to interact. THis prompts text log and/or voice log from AI of the situation (unless they have been told this during level 001 - If they have can be update on next objectives from AI). Feel free to suggest alternatives. Also it may be a little hard to read so that will be my fault having to rush.
  24. Let's us show a bit of 'story' via some static rotating images. When alarm going of it might show some schematic type images of the cube with an arrow next to planet, or the sphere emerging from the cube, or whatever. It could hint at what current mission/situation is. So after alarm of and time to go to VR level maybe it flicks through some VR images or shows the headset. Currently it's very simple. Could be more flexible but sufficient for testing the concept.
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