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Post by Deleted on Jan 5, 2017 21:35:52 GMT
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Post by jrackley on Jan 6, 2017 0:44:27 GMT
Looking really good deirre! keep it up, nice snow shaders in there as well.
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Post by uberwiggett on Jan 6, 2017 3:43:36 GMT
must be solid ice to make it sound like that But other than that that is a very nice looking scene, the snow and fog works great blending the terrain with the structures and the lighting.
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Post by deirre on Jan 6, 2017 3:51:03 GMT
must be solid ice to make it sound like that But other than that that is a very nice looking scene, the snow and fog works great blending the terrain with the structures and the lighting. thanks....thats why i used the charater disclaimer .. there is a lot of work to be done.
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Post by A Random indie dev on Jan 6, 2017 11:06:43 GMT
when the player dies all scripts are removed. is there a way i can stop that from happening, i searched the vThirdPersonController script but cant find whats doing it. when player dies i just need it to preform the animations and everything else stay the same.
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Post by Invector on Jan 6, 2017 13:10:57 GMT
when the player dies all scripts are removed. is there a way i can stop that from happening, i searched the vThirdPersonController script but cant find whats doing it. when player dies i just need it to preform the animations and everything else stay the same. script > vGameController method > DestroyPlayerComponents
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Post by supneo on Jan 13, 2017 16:57:40 GMT
Hello Invector , any solution for the jump problem? , On maps with many 3d models the character does not jump, the solution increase the power of jump and with this solved, but the problem is when you look at another side where barely 3d models appear on screen and the character jumps to the moon, this does not It happens with the version 2.0 but if in the 2.0c, i looked to make a project clean and the same happens and created the characters and nothing this only happens with version 2.0c, some solution or I feel for sold.
Pd: Same in your prefab character in a clean project in my map.
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Post by Invector on Jan 13, 2017 17:28:33 GMT
Hello Invector , any solution for the jump problem? , On maps with many 3d models the character does not jump, the solution increase the power of jump and with this solved, but the problem is when you look at another side where barely 3d models appear on screen and the character jumps to the moon, this does not It happens with the version 2.0 but if in the 2.0c, i looked to make a project clean and the same happens and created the characters and nothing this only happens with version 2.0c, some solution or I feel for sold. Pd: Same in your prefab character in a clean project in my map. This happens due the framerate issues, the jump calculations were not using Time.deltaTime resulting on miss calculations when the framerate is low, we did post a quickfix for this issue here: invector.proboards.com/thread/185/crouch-issue-using-strafe-locomotion
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Post by supneo on Jan 13, 2017 17:40:58 GMT
Hello Invector , any solution for the jump problem? , On maps with many 3d models the character does not jump, the solution increase the power of jump and with this solved, but the problem is when you look at another side where barely 3d models appear on screen and the character jumps to the moon, this does not It happens with the version 2.0 but if in the 2.0c, i looked to make a project clean and the same happens and created the characters and nothing this only happens with version 2.0c, some solution or I feel for sold. Pd: Same in your prefab character in a clean project in my map. This happens due the framerate issues, the jump calculations were not using Time.deltaTime resulting on miss calculations when the framerate is low, we did post a quickfix for this issue here: invector.proboards.com/thread/185/crouch-issue-using-strafe-locomotionOk Thanks!!!
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Post by deirre on Jan 14, 2017 5:48:03 GMT
Latest update: I have not been able to work on planned character features, had some out of state family issues to take care of. Hopefully next week I get to start on environment interaction (props, etc) and new weapon features since I'm far behind the Sci-fi Arc. I put this together as my weekly or bi weekly update........
Disclaimer :: I didnt pick the music and its not optimized and I have not touched the lighting yet..
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Post by shadex on Jan 14, 2017 9:01:41 GMT
Took today off = back on track Just created a new YouTube Channel called ES Gaming Recap, the other levels I was working didn't look or feel right so I am refocused with a action plan. Please ignore the character, I was focused on the level and its ambience. On the next update, I will have the flaws with the character corrected (crap I have to work with Maya). Next I will have to reduce the overall size in order for browsers to process it. One way is to incorporate the Pooling System and combine, that should provide better optimization and an open world experience with no loading screens. Lastly, begin configuring the controller. Oh dude, i love Arctic Castle, it's one of the best medieval environment assets on the store. Love what you did with it to. The castle looks awesome. You might want to take a look at world streamer or other level streamers. They essentially cut your map into whatever size pieces you want, and load the piece your on and the surrounding pieces as you move. If your going open world with no loading screen, it's the only way i know to actually do that. I saw someone seemlessly travel over a 150km x 150km unity terrain with world streamer with no load screens, or hickups and it had pretty decent graphics for a mobile game.
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Post by dreadlord on Jan 14, 2017 9:53:32 GMT
Oh dude, i love Arctic Castle, it's one of the best medieval environment assets on the store. Love what you did with it to. The castle looks awesome. You might want to take a look at world streamer or other level streamers. They essentially cut your map into whatever size pieces you want, and load the piece your on and the surrounding pieces as you move. If your going open world with no loading screen, it's the only way i know to actually do that. I saw someone seemlessly travel over a 150km x 150km unity terrain with world streamer with no load screens, or hickups and it had pretty decent graphics for a mobile game. Does this work with the standart Navmesh?
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Post by deirre on Jan 14, 2017 15:42:47 GMT
Ive never heard of world streamer shadex. I'll have to look into it.
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Post by shadex on Jan 14, 2017 18:19:01 GMT
Ive never heard of world streamer shadex. I'll have to look into it. There are 2. I ended up getting world streamer because it fixes the problem with unity terrain that only allows terrains to get so big before they mess up. There is sectr and world streamer. Sectr has a free asset to test out. www.assetstore.unity3d.com/en/#!/search/page=1/sortby=popularity/query=publisher:6087 <--- Sectr and here is world streamer www.assetstore.unity3d.com/en/#!/content/36486 Either way, you can read up on how they do what they do, and check it out for yourself. World streamer is more for huge maps, where sectr seems to be more for dungeons and smaller area's and seems a tad faster and easier to use.
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Post by jrackley on Jan 14, 2017 20:22:27 GMT
I think I need to look into those as well, we used Map Magic which will also allow you to generate infinite Beautiful terrains using the same concept as above, you create one terrain any size you want and you can tell it to "pin" as many other terrains around it that you would like or it will also generate infinite terrain that matches the original, it is a really awesome terrain builder.
But then we decided a few days ago to scrap the terrain, and build the central terrain from scratch, our main terrain is 4000x4000 handmade, but I would love to be able to break that down and load 1000x1000 tiles only when the player is on them the way map magic did.
sorry to barge my way in, just wanted to say thanks for the advice you gave to deirre, as now I will look into it as well!
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