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Post by tharindu on Oct 26, 2017 2:01:43 GMT
In the video it looked like some of the animation transitioning and audio didn't slow down, causing a weird snap motion, will this be adjusted? And yep, pitch is controlled on all audio sources except for the one playing bullet time sounds. That video up to there is an early wip to be honest. I'll post something new soon. The laptop can't run post processing stack v2 lol
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Post by hamzah on Oct 26, 2017 4:21:54 GMT
The laptop can't run post processing stack v2 lol Story of my life....
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Post by tharindu on Oct 26, 2017 5:04:43 GMT
The laptop can't run post processing stack v2 lol Story of my life.... Lol mate. I've been working on the work laptop for the most part in the last couple of weeks and this thing sucks. It's a lenovo T440s thinkpad. Has 12 gigs of ram but relies on the shitty intel gpu. Was just about to move it to the desktop so I can share some footage.
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Post by tharindu on Oct 26, 2017 16:19:02 GMT
uberwiggett kano 3 New videos. Excuse the frame rates (40-50). Still running on 4 gigs of ram on the desktop since one stick is dead :|
01. Video - No transition to bullet time state / bullet time state is Default state - free rotation enabled
Before you guys wonder, in videos 01 and 02 , the snap to aiming is intentional (it's not set to snap in other camera states like Crouch or Strafe) and you can disable it It's called free rotation during bullet time, and to allow free rotation, I have to turn off the lerping to invector 3rd person camera when aiming, so it directly covers that distance and snaps to the aiming state's camera position. This is very convenient, as it would allow you as the player to quickly focus the mouse pointer to your targets and shoot, which is what you're trying to achieve with bullet time after all. but if you want to keep everything smooth, including the aim, but also save the time taken to transition to the bullet time state, you can enable the option to countdown only after you have done the camera transition, which is also pretty cool :D If you want to slow down time to gain a movement speed advantage and such, you can do it by adding a moveset speed script and switching it on/off during/after bullet time. It's all well thought out Here's the demo with the post processing. I am still not sure what more I can do with this so I will start writing the documentation tomorrow because there's a good deal of options and I think documentation is important. In this video, my bullet time state is set to Default, so when I enter bullet time, there's no explicit transition as I am in the same state. You'll find that the second video has a transition. If you guys have anything in mind, shoot :D Always open to criticism and new ideas.
02. Video - with a transition to bullet time state - with free rotation enabled
You can adjust the position at which the camera will snap to free rotation. I've set it a bit too early before the transition is complete, so you'll see a tiny snap before aiming.
03. Video - with a transition to bullet time state - with free rotation disabled
This is the fanciest looking one and I am sure most will use this one lol <3 No snapping this and that . But without the free aim, it takes a bit of time to aim. But you can adjust these by increasing some parameter values slightly upwards through the events exposed to compensate for the slowed time, and reduce them like wise after the time has been restored. Finally if you felt that I transitioned out of the post processing too soon, Got you covered here
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Post by Deleted on Oct 26, 2017 16:23:48 GMT
videos full of AWESOMENESS!!!!! :D Looks awesome keep up the great work!! :D Cheers! Nuke
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Post by tharindu on Oct 26, 2017 18:21:42 GMT
Oh man thankyou! I will pay whatever! Now I can stop studying ufps slow-mo code and pulling my hair out trying to recreate the timescale altering settings with invector controller! Now next challenge is to try and get shooting while diving. Hmm... Find me an animation :( I'll do it. I got sick of trying to find a free animation somewhere. Your biggest challenge however will not be animation. It'll probably be IK ;)
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Post by uberwiggett on Oct 26, 2017 22:20:23 GMT
looks and sounds much cleaner! I think the snapping proved more effective for most games, like you say it takes too long to bring the weapon up and is really only good for a cutscene where the player wants to see everything in slomo. But the snapping didn't look so out of place as to ruin the visual effect, and enables to player to get on target sooner. Have you tried this with the AI yet? I am not sure how you've implemented the slowing down so I was wondering if it slows the entire game (because I could use this as a spell in my rpg )
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Post by tharindu on Oct 27, 2017 16:08:39 GMT
looks and sounds much cleaner! I think the snapping proved more effective for most games, like you say it takes too long to bring the weapon up and is really only good for a cutscene where the player wants to see everything in slomo. But the snapping didn't look so out of place as to ruin the visual effect, and enables to player to get on target sooner. Have you tried this with the AI yet? I am not sure how you've implemented the slowing down so I was wondering if it slows the entire game (because I could use this as a spell in my rpg ) The time scaling is universal across the game :D Also importantly, since you've got my RPG pack on you, the effect duration and reload time can be maintained as a stat by using the stat component in the RPG pack and improved upon as you gain experience (decreasing reload time, increasing effect duration for more bullet time). Even more, perhaps if time permits, I can write a bit of code to make the variables of the bullet time addon to be fully compatible with the saving. This is why the RPG pack incidentally is so powerful. As for the snapping not looking out of place, I managed to figure out a neat little trick to expose the distance at which the transition to the other state can be stopped so that free camera control can be given. This way, I am a 100% sure I can control it such that you won't even see a snapping. But I needed a property out of a class from @invector which they were kind enough to expose and will be available to me through their next update ^_^b Funnily enough, it was difficult than most would think to write the bullet time addon because I had to understand a lot of the core template, how the camera system in Invector works, the entire camera system's calculations and what not; but I did learn a lot . I wrote an entirely new third person input to control camera states and headtrack, also requested Invector for a couple of changes to vInventory to help maintain control with relevance to time scale when you're in inventory. All the while not affecting the controller in the least bit. So as soon as invector releases the next update, I will release the addon to the asset store. But I will definitely release it earlier on sellfy and mention the changes to make in each class that I've requested modifications for, in case the tpc update was late.
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Post by tharindu on Oct 28, 2017 15:49:10 GMT
Added bullet time triggers!
You can achieve two things with this.
01. If you don't want your character to be able to do bullet time, but still want to have awesome bullet time effects in the game, you can just add the trigger and use the effect. 02. You can enforce different bullet time duration, reload duration, timescale, post processing effects etc with each trigger
Enjoy!
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Post by tharindu on Oct 29, 2017 19:39:14 GMT
arkas , kano , uberwiggett RELEASED. sellfy.com/p/X4mP/ The pricing I actually reduced and will be going with 10 bucks till the end of the coming week. Will raise to 15 after that
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Post by kevios on Oct 29, 2017 20:05:15 GMT
Awesome!!! I will buy it later when iam at home *_* !!! I Love your Addons! I Hope you make some more nice Addons *_*
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Post by tharindu on Oct 29, 2017 20:14:33 GMT
Awesome!!! I will buy it later when iam at home *_* !!! I Love your Addons! I Hope you make some more nice Addons *_* Really appreciate it man. Well if you guys have addon ideas for me, fire away :D
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Post by kevios on Oct 29, 2017 20:55:46 GMT
I have much Really much Ideas for Addons :D i will Tell you some later when it Is ok for you ? Can i Post it Here or where you Want that i Post it? Sorry for my Bad english >.<
You make me so happy unbelieveble *_*!!!
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Post by tharindu on Oct 30, 2017 0:14:20 GMT
Make a different thread
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Post by kevios on Oct 30, 2017 0:42:51 GMT
ok iam at home now and buy your addon :D later i make a thread with some ideas ... i would pay for some addons more than now and of course you can sell it to others too then i just need some addons ... my english fu.ck me up at the moment it was a long day i hope you understand what i mean ^^ ...
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