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Posts posted by Alienhead
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Correction, FIXED in build 855. My apologizes.
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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/
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 !
- 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.
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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.
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The first step towards moving the Controller into a full blown Framework kit has been installed. UAGC now features an EcoSystem module, the first module contains a cloud system.
These dynamic, moving clouds can be turned on or off via the editor component menu when dropping the ecosystem component onto the map.
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Yah I saw that error as soon as I posted this message. Seems to be NO WAY to delete a topic anymore so I had to just leave it.
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This has been happening awhile but I haven't came back to it yet because i havent needed to do anything like this until now.
Here is some the code:
--- Start the clouds for t=1, self.layer1Amount do uagc_clouds[t].mesh = self.layer1Cache[math.random(1,self.layer1TypeCount)]:Instantiate(world) uagc_clouds[t].mesh = Model(uagc_clouds[t].mesh) uagc_clouds[t].mesh:SetHidden(false) uagc_clouds[t].mesh:SetPosition(player.entity:GetPosition()) uagc_clouds[t].mesh:SetPickMode(0) local anum = math.random(self.minScale, self.maxScale) uagc_clouds[t].mesh:SetScale(anum, anum, anum) uagc_clouds[t].mesh:Translate(math.random(-self.maxDist,self.maxDist), math.random(self.minHeight,self.maxHeight), math.random(-self.maxDist,self.maxDist)) uagc_clouds[t].mesh:SetLodDistance(self.lod1, self.lod2, self.lod3) uagc_clouds[t].speed = Random(self.maxSpeed/2, self.maxSpeed) end --->> Move the clous for t=1, 40 do uagc_clouds[t].mesh:Translate(0,0,1) --- THIS LINE ERRORS OUT !, says uagc_clouds[t].mesh is nil when clearly the code above sghows it isnt. end
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Found it:
uagc_clouds[t] = Model(uagc_clouds[t])uagc_clouds[t]:SetLodDistance(50, 60, 70)- 1
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Model::SetLodDistance parameters changed, up to four LODs are supported.
Changed to what ?
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Sent it up again, wasnt broken on my end however.
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Why do I get this when using the command self.mesh:SetSkeleton(self.mesh2) ??
Do the two models have to be identical even this the bone rig is identical ?
This is my code that bottoms out.
self.world = self.entity:GetWorld()self.mesh = LoadModel(self.world, self.playerModelFilenname)self.mesh2 = self.mesh:Instantiate(self.world)self.mesh2:SetScale(1.35,1.35, 1.35)self.mesh2:SetSkeleton(self.mesh) -
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Quick update for the week - Added teetering, Beam walking and height detection to ledge strafing. Once more, nothing to configure on the map, just turn on the feature and let the controller do it's job!
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( LUA )
Seems to be missing -
self.sprite_ledgemarker:SetViewMode(SPRITEVIEW_BILLBOARD) -
- Added combat Module Hand to Hand combat ( PDF contains all options available).
- Added configurable combo attack to H2H mode.
- Added Parkour Module: Ledge hanging.
- Added Parkour Module: Ledge strafing.
- Fixed and optimized Jump mode(s).
- Finally found bug keeping player in Falling mode when not really falling.
- Optimized several key areas of the controller.
- Started adding sound effects to key areas ( eventually every action will have its own effect ).
- Added physics punching bag prefab, a place to practice and try your hand to hand combo attacks.
- Added floating label definitions for each attack move preformed ( can be turned on or off ).
- Added Artificial Gravity routine, this is used for ledges but will also power the upcoming Jetpack and Wall run modes.
This update is shorter than others (but none the less potent), it took a solid week getting the Ledge hanging to work correctly.
Instead of just making Ledge moving automatic I decided to add a layer of player skill to it, if you look down with the mouse the player will look down and eventually jump down, as well as climbing passed ledges that run out of space, you'll be required to make the maneuver yourself. It's really so much better than most games where you just hold down a key and the player marches across the ledge. It has a good solid feel to it, I'm well pleased with the outcome and time spent on it. This puts the 'Action' in Ultimate Action Game Controller :).
Ledge Parkour needs no special map work, simply turn the feature on and it just works.
Compatible with any and all scene geometry. Map Makers dream! :slight_smile:I got ledge to ledge jumping in the works.. thats gonna make for some fun possibilites on map design. -
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After todays patches I have some weird behavior when hitting F5 from the editor to launch the map.
I have to click on the window, move my mouse outside the window, then usually move it back into the window and click again before Ultra even starts to load the map up. If I don't do this action then when I hit F5 the window pops up and just sits there..
Further more, if I hit F5 from Visual studio, it'll load the window with no delay and without having to do the mouse tricks.
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SSAO
in Bug Reports
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* When running from the editor ( F5 ), I have to shake my mouse over the screen ( window ) several times before the app will start up.
* When painting with the terrain tool, the tool picks up every object on the map preventing painting in that area.. Should ignore geometry pickmodes?
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Terrain mesh layer
in Bug Reports
Posted
The grass seems to be taking no shadowing or coloring either, it looks unlit no matter what i do.