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Post by rolfy on Aug 24, 2017 2:57:57 GMT
Rolfy do you remember the last version of the controller where this worked? I don't have ac but since I can get around code I may be able to help I know for sure it was v2.2.b I was using and had the same problem Malbers mentioned somewhere with unwanted dual wield on auto equip. I know for sure this has been fixed in the latest version v2.2.d I think? The demo Invector released for the AC integration encounters the errors now when using the latest version not only my game, so pretty sure the integration has been broken by the new update. Any help is much appreciated.
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Post by rolfy on Oct 6, 2017 23:19:35 GMT
Still working on detail, I rendered out height,spec and metallic maps for PBR. Sorted a lot of things including more optimizations and lighting changes (ongoing) particularly with the player character to keep him properly lit in all areas. Also got the weapons carried or equipped working as it should, with scene changing and save/load. The city is the central hub and fairly large with areas made accessible as the player progresses, additional areas are triggered to load/unload as scenes. Might change this up later if I feel streaming is a better option. For now it does the job pretty well.
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Post by keldryn on Oct 7, 2017 4:33:32 GMT
Wow, your city ruins level looks fantastic!
I recognize some pieces from Gothic Ruins. Are those pieces from Multistory Dungeons that you're mixing them with? Never would have thought of that, but you've totally made it work.
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Post by rolfy on Oct 8, 2017 3:04:43 GMT
Wow, your city ruins level looks fantastic! I recognize some pieces from Gothic Ruins. Are those pieces from Multistory Dungeons that you're mixing them with? Never would have thought of that, but you've totally made it work. Thanks Yes and Yes, spent a fair bit of time on textures and shaders to get it all to play nice together for the basic level layout, then throw the details on top of it. It's an ancient city so got to look lived in
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Post by gojira96 on Oct 12, 2017 16:55:34 GMT
Hey guys, I am trying to start a YouTube channel for speed level design in Unity and I just uploaded my first video. If you could check it out it would mean a lot to me. Also, if you have any ideas for the next video or want to know how to design something specific feel free to tell me here is the link:
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Post by rolfy on Oct 12, 2017 18:14:12 GMT
Maybe you got lost and posted here or mistook this as a general level design topic. you should have read through it a little before posting. Otherwise I don't see the connection with this thread and your tutorials, you should start a thread of your own for this so folks can find it more easily Suggestions on what people would like to see in future videos you do is simply going to derail this thread, don't you think?
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Post by gojira96 on Oct 12, 2017 20:05:11 GMT
Maybe you got lost and posted here or mistook this as a general level design topic. you should have read through it a little before posting. Otherwise I don't see the connection with this thread and your tutorials, you should start a thread of your own for this so folks can find it more easily Suggestions on what people would like to see in future videos you do is simply going to derail this thread, don't you think? Hi, You're actually right, I did mistake it for the general level design thread. Sorry about that. I can delete the post if you want and I'll start a thread in the General Discussion.
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Post by rolfy on Oct 12, 2017 20:32:32 GMT
Lol, it's fine, no need to delete just didn't want a host of responses kicking this off topic, just leave it where it is and add a link to your thread if you want.
I should probably change the thread title to some a little less generic, can I do that or do I need to get admin to change it?
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Post by rolfy on Oct 14, 2017 20:05:30 GMT
Taking a quick look at Global Illumination since I am starting to create more enclosed and indoor areas, these are the places I should be able to squeeze a bit more detail in. Also looking at Shade's spell system for enemy AI, not sure I want player to use this but definitely for a couple of enemy characters I have in mind that throw fiery rocks (they have a digestive system which farts these out their butts so they got an endless supply).. Tharindu's quest system is also on my agenda to have a close look at.
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Post by rolfy on Nov 6, 2017 9:51:07 GMT
Some of you guys probably know all this already but maybe the info will help others. I created this character some time ago and still have all the source files so changing things up and a direct export from the modeling app helps a lot, I thought I would have to wait till the controller got Generic character import implemented before tackling this one but decided to give it a shot anyway. The character plays all animations fine using Legacy import and had 'popping' bone issues with Generic.Of course 'Humanoid' wouldn't play any of the additional rigging (these were frozen) but did play any biped anims just fine. A little poking around in the inspector panel revealed the transforms and enabling these it all now works perfectly. I suspect that any rig with at least the proper naming conventions for bones and additional rigging (extra legs,wings....whatever) will work with this and it may work with some generic characters and not others depending on the model. I also noted that 'bracketed' bone assignments such as horselinks between shin and foot aren't animated even if enabled. Still for me it's a nice workaround till we can directly use generic characters. I still need to create a few transition animations etc and make the npc much faster but pretty happy to at least get a start on this and it gives me a lot of options for additional rigged and animated attachments for both npc's and player.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Nov 6, 2017 11:53:15 GMT
Some of you guys probably know all this already but maybe the info will help others. I created this character some time ago and still have all the source files so changing things up and a direct export from the modeling app helps a lot, I thought I would have to wait till the controller got Generic character import implemented before tackling this one but decided to give it a shot anyway. The character plays all animations fine using Legacy import and had 'popping' bone issues with Generic.Of course 'Humanoid' wouldn't play any of the additional rigging (these were frozen) but did play any biped anims just fine. A little poking around in the inspector panel revealed the transforms and enabling these it all now works perfectly. I suspect that any rig with at least the proper naming conventions for bones and additional rigging (extra legs,wings....whatever) will work with this and it may work with some generic characters and not others depending on the model. I also noted that 'bracketed' bone assignments such as horselinks between shin and foot aren't animated even if enabled. Still for me it's a nice workaround till we can directly use generic characters. I still need to create a few transition animations etc and make the npc much faster but pretty happy to at least get a start on this and it gives me a lot of options for additional rigged and animated attachments for both npc's and player. Looks awesome man!!!!! :D Cheers! Xalo
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kano
Junior vMember
Posts: 40
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Post by kano on Nov 6, 2017 12:26:01 GMT
I have follow this development for a long time and it impressing me whenever I see new update on it!
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Post by uberwiggett on Nov 6, 2017 21:07:08 GMT
Oh wow that looks so damn pretty! Were those the kobold longsword anims? I've found the on the spot ones have footwork errors when returning to standstill on the controller but the root motion ones where you move forward with attacks transition better. Might have to look into how the lower body animates
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Post by rolfy on Dec 4, 2017 1:36:28 GMT
Madrigal is an ancient city, built layer on layer over the millennia.
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Post by rolfy on Jan 11, 2018 4:45:28 GMT
Integrated destructible vase pick ups, QTE lock picking and Shades Spell System for player and AI..
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