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Post by Invector on Dec 16, 2016 1:17:19 GMT
INVECTOR SHOOTER TEMPLATE
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Post by dreadlord on Dec 16, 2016 1:21:18 GMT
Looks so freakin' fluid. Top!
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Post by hamzah on Dec 16, 2016 1:49:45 GMT
Man...... this is so beautiful... <3
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Post by hamzah on Dec 16, 2016 1:55:43 GMT
It looks like i am watching behind the scenes of days gone. This template looks so awesome..
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Post by redchurch on Dec 16, 2016 2:22:47 GMT
This is so great... I've been fighting with all the other TPS controllers and really disliking them. Just looking at the way this stuff works gives me way more confidence that this will finally be the one I need vs. just building my own... Even just looking at the weapon script it makes perfect sense, unlike others where I'm digging through multiple scripts or paging down the Inspector on billions of options I probably don't need...
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Post by hrothvitnir on Dec 16, 2016 3:01:32 GMT
Looking good, very excited and eager to finally get this in my hands.
Obviously in the first image there is still some foot sliding/imprecision with placement of feet relative to turning. I wonder if it would help it you could use root motion to do the foot and lowerbody rotation, inferring it from mouse input or whatever, and have upper body rotate to aim via IK (I see hand IK on the script). Some twist in the torso should be allowable.
Also, hopefully the location/orientation of the weapons stored on the back, hip, etc are all easily modifiable on a case by case basis. In my previous system I had weapon models on the hand and duplicates in the holster or on the back,etc, and I just activated or deactivated one of the game objects depending on whether it was equipped or stowed. This way I could tweak the precise location of the stowed model to better fit in holsters, scabbards etc. Also they didn't have to be the same actual model, it could be a lower poly version, or more importantly, an unrigged (non aninimated) version with no scripts on it. People might also want to put physics on the stowed version so it bounces around a bit, or even use a sling with rope physics.
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Post by uberwiggett on Dec 16, 2016 3:22:23 GMT
Holy f***$€%#_*÷*/£÷¥#^#£÷£!!!!! That looks incredible just in gifs! I was not expecting it to be so smooth/comprehensive to start but some of those animations look very nice. I'm going to start putting some cash aside for this! Who am i kidding i already have money aside! looking forward to making my own mass effect
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Deleted Member
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Post by Deleted on Dec 16, 2016 3:51:45 GMT
Looks awesome @invector, keep up the good work!!!! :D
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Post by deirre on Dec 16, 2016 4:28:37 GMT
HELL YEAHHHHHH...This is amazing.
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Post by Legion on Dec 16, 2016 4:31:31 GMT
Awesome work.
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Post by deirre on Dec 16, 2016 4:34:37 GMT
Damn invector.....I didnt expect it to be so clean...you know what, I'm gonna update my character to match this masterpiece.....
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Post by rbm on Dec 16, 2016 6:01:42 GMT
I think The next generation of zombie game will be started after this package Releases!!!!!
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Post by rayleigh on Dec 16, 2016 14:11:06 GMT
hope it come this month
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Post by redchurch on Dec 16, 2016 14:43:51 GMT
Obviously in the first image there is still some foot sliding/imprecision with placement of feet relative to turning. I plan on using FinalIK's grounder either way, there are cheaper solutions too like Ootii's Bone Controller that can also do this. Personally I don't expect Invector to get all these details perfect, I'm more excited to have the overall controller be something more usable than everything else I've tried (and gauging from the Melee and Basic demos, and this preview it will be). I've bought almost every other controller (Opsive TPC, Elegans Intense TPS, deprecated abandonware like Third Person Shooter Template). They all have things I like and dislike, my main problem is their designs are unreliable -- Switch out the character they provided and everything breaks. Try to swap out their IK for FinalIK? Everything breaks. This is probably to do with overdesign and too many set up assignments and variables and if you don't hook back up 50 different things exactly as they intended per their setup, the controller won't even work. Point is I'm willing to overlook things like feet slide if I can have a controller that doesn't break in 50 different ways just by swapping the character mesh out, or doesn't require me to go through a 120 step process to set up a new weapon. I'm also willing to forego extra features or details until future versions so long as the basic controller stuff is rock solid reliable and works, and doesn't break when I put my own content in it. The other controllers are so, so bad about this... The only thing that has kept me from creating my own is that from everything I've seen it looks like Invector is going to do the job right. :-) Also from playing Melee and Basic demos it just has a much more rock solid feel that I'm going for... The way the other controllers play is... Clunky. This stuff feels solid like Gears of War or Metal Gear. If you've played with the other controllers or even their demos, that's not the case for them... Meaning even if I could get them to not break all the time, I've got to rip them apart and change them just to get basic interaction feeling more solid... If an asset requires me to do this, I might as well just make my own. Very much looking forward to not having to do that. :-) Just this preview alone looks quite a bit more solid than some of the other "finished" controllers I've purchased.
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Post by redchurch on Dec 16, 2016 15:11:32 GMT
I'm willing to have fewer features (at least in the first versions) to have better tested, simpler content replacement -- make sure other character models are easy to put in and don't break the controller, same for weapons, etc. Extra features are irrelevant to me if I find the controller unusable because of issues with any other content besides what the asset creator provided. This is a huge problem with a lot of systems on the store... If you use their content in exactly the way they intended, it works fine... But try anything different and it all breaks. Most of the assets I've abandoned for something else have been for that reason. I collect a lot of assets and this is probably the #1 problem I see.
To add insult on top of injury with that, when you email the authors they're like, "I don't know what's wrong with your content, the default content we provided works fine so it must be your stuff." I've gotten this response even after testing like 5-6 other character models from different sources and having them all break the controller in the same way. This tells me that they didn't test content swaps and/or just don't really care.
This is the standard by which I've judged the other controllers. And anyone can do this -- Just try putting 3-4 different character models in, or other content/features, and watch their systems fall apart. As if replacing the content isn't going to be the first thing that people try to do! ;-)
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