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Code_Man

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About Code_Man

  • Birthday 11/30/1989

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  1. Good thing you mention this duion, i havent considered this perspective. Personally i prefer having all pieces as single files and gluing them together programmistically, since i rather reuse single stuff and less data in the files means less potential breakage. I rather have a single file for each model and anim and edit those without having to touch any other data, but thats just my prefed approach, i can totally see how different needs have other solutions. Im still having a real hard time getting the 1st and 3rd person anims to work, i checked the files and they are the same, i probably missed something real stupid, il keep trying it will work eventually. It looks like most here are still learning those things themselfs, we will see where this leads to, im sure there are many cases and solutions that can be found yet.
  2. Those look very cool, sounds like you guys make lots of headway, looking much forward to that.
  3. Code_Man

    Rad Alert

    It sure is rad, over the geiger counter rad. I have been working a bit with vehicles, the good news is the truck, which as a front steering axle and two back axles for transmission is somewhat working. Other vehicles are still bouncing around mostly, i think im getting the hang of it slightly but it still feels like mostly shooting targets in the dark. I wanted to do some sort of system where i can replace wheels and springs on the go, but i have neither the framework nor working average values to use as reference, so il save it for later on. About the vehicles included: if you follow the link posted you can see the models better, metalness, smoothness and diffuse colors have been added in the materials, so the look is still being worked on. I have all the combat vehicles from red alert including expansions in, support vehicles will come later on aswell as extra vehicles for both sides and neutral ones. The weapons on turreted tanks work well, they also have coaxial machineguns and some have seperate machinegun turrets on the turret too. Vehicles have lights that can be turned on and off(maybe change colors too :)? ), so im going to bring out the nice rendering of t3d. Turrets are not player controllable normally, i think of making some missions where you command a tank platoon from one, but that will be much later on done. Im trying to include a few in the initial demo, but its a huge pain so i dont want get hung up on it. Il try to showcase some of the rides some more when they are a little more cooperative during placement and the visibility becomes better.
  4. Code_Man

    Rad Alert

    This is the thread where im gonna show stuff for my game, as what you can guess from the title, is a remake of the 1996 masterpiece command and conquer: red alert by westwood. I decided to make such a game after i got those models from https://ppmforums.com/topic-66860/various-red-alert-1-vehicles-obj/ and tried to use and they worked out of the box well. Vehicles are in too but are badly in need of having made the proper adjustments before they are usable, they either bounce round or sink in, except for the truck which sorta works. Some structures are somewhat functioning and have the proper models, but its still a mess in that section with textures and materials all over the place. There are also 4 almost sufficiently functional game modes, one is somewhat a clone of battlefield, but without respawning at the captured points and no tickets, game ends when one team holds all points. Next one is the classic where you must stop invading npc from entering your conquest zone and hold out for some settable time(or infinite), i plan on adding secondary objectives later on too. Another one is a variation of the above with the twist that you get attacked in predefined waves and instead of playing for time you must defeat all waves of enemies. Last but not least would be the classic commando mission, where your goal is to get to the extraction point, engage enemies at will, that can be played coop with settable amount of respawns(default none). A prototype actual strategy mode exists too and it can do the most basic stuff somewhat but everything else is missing and there are quite some other problems with that, which was my original gameplay concept. Npc code is minimal right now, they do much but they can move and shoot mostly in ways that satisfies gameplay atleast for now. In recent times i collected quite a huge number of assorted map prop assets that i will use too, but i dont have them sorted properly yet. I got a hold of some good aircraft and naval vehicle models too that i can very much use, but those will need even longer to get working than the rest. Some gui leftover work needs to be done too, but i figured an interesting way to do the gui. The lack of working animations and the incomplete levels are what is hold back a release of a demo the most for now, but i think those ought to be resolved quickly with the rest. All in all i enjoy the npcs fights even if they are mundane. For now i use the default soldier and some placeholder weapon assets for another game i work on, but i got the assets i need just havent bothered yet to actully get those in. I got quite well to the part where things mostly function and i have to fill up the content and do sorting and balancing and level desing. There has been a long delay porting from the 4.0 preview to 4.0.3 but was worth it for me and im quite enjoying the way this is going so far despite all the little stones along the way. Heres a screenshot of some of the vehicles that will be featured, the angles look weird cuz i had to place em that way or they would bounce off. Also you may notice the randomized light colors, those will obviously be normal on release. This is about the most that is worth to show for now, but there will be more stuff coming soon hopefully. I know you cant see all that much and there isnt all that much more to see for now, but its better than nothing for an introduction.
  5. I dont undertand much of it, but im glad someone took the time to write this out. Gonna take a closer look at physics stuff when i get around to and see what comes out.
  6. I know first hand what a timesink and drag this is, i did most of the porting by hand to have more control, but im sure you could automate it. That being said there are quite a few advantages in 4.0 that made it quite worthwhile for me, you could try making a prototype as base to see how it goes. Thank you, but sadly no dice on my end, i just cant seem to get things to work and i have no idea why, can anyone confirm that these work at all. But atleast duions paintballer provides a great template and reference, im sure il make progress eventually. What is really frustrating is i dont have working fps anims either, that makes it hard to rig the guns ingame properly and these seem to be simple.
  7. Trimming down on stuff is good and fine, but not having the ability to add non assetized stuff(Skyboxes, terrains, lights etc) is quite crippling the editing ability. And while its all nice and stuff to have a clean slate, i cant say that this system is attractive for new people, but then again most people who use 4.0 are people who port their stuff. Also the project manager when i used to caused a crash for me so i havent tried too much yet.
  8. A quick guide would be helpful for the model and datablock yes. I also have been fortunate in coming across some very good vehicle models that everyone can use, they are early post war era vehicles. I would be glad to share them once i have cleaned them up somewhat, which should be pretty soon. My vehicles bounce around and properly configuring vehicles is such a hard job. Anything that helps would help. Good luck with your work btw, looking forward to see more. I have a question tho, what is the gameplay like in your game?
  9. So i noticed 4.0 has ways to split up levels into multiple pieces and i itend to take full advantage of this. My question now is, how do i do it? Basically i would like to split off parts of the map into seperate assets and then load them either when gamemodes require it or as randomizable map pieces. If anyone would have a quick guide or reference that would be a big help.
  10. Wow t28, nice, looks like real fun. I just got around to fixing npc fighs in my game so that looks like a blast. How are vehicle physics like in 4.0 for you, i never got to try properly. I kinda screwed up my vehicles but i think it might be because of no bounding boxes on the models.
  11. Wow thank you very much those work nicely. Can you share me the script, mine play all the anims on idle and i dont want to muddy the waters with hax. On the topic of animations, i really need working fps ones, just for reference to atleast hold the weapons in place, dunno if it it would be a big one to ask of you. I have the lurker and ryder and etc models, but no clue how to fix anims, it just looks buttugly if the gun is right in your face.
  12. Good thing you say that, i guess there must be other ways to do things, but since i have little to no other examples im hard pressed for alternatives. I rather keep the default one, since its the only one i know atleast used to work and is decent enough. If you could link me some of your workfiles i would gloss over them for sure. Sadly im no good gfx artist and barely manage the basics, just enough to coast trough, animation is my blindspot and until switching to 4.0.3 it was a nonissue. I know things are not optimal but the default soldier and anims are very useful assets, shouldnt be this hard fix stuff.
  13. Those look very nice, that looks like such a cool map, well done.
  14. I switched over to 4.0.3 some time ago, using it despite some issues. All in all it runs very smoothly and looks nice, even on lowest settings, which is much more than i can say for most engines on this toaster. The asset and package system is enormously useful despite the hastles, which i am using to the max. All of my porting and assetizing was done by hand, so i haven used the editor asset tools much. As i noticed the base packages were removed, this makes it much harder for new people to make games or evaluate the engine properly. In addition the new level editor doesnt have a tab to place map environment entities. I overcame those since i already had working asset bases to use and copy. There are also a few bugs, such as players landing cause a crash and so does spawning a particleemitternode. I also seem not to be able to crouch, idk if thats not related to something else however. The shape editor also doesnt update the tab data for models neither, making it somewhat useless. All in all however im pretty satisfied with it and those little issues can be worked around, it has many nice improvements but those little regressions are gnarly. Looking forward to 4.0.4 and getting more out of this one.
  15. Has anyone managed to get the default soldier to work animated in 4.0.3? I tried and assetized each anim and added as dependency for the soldier model. This includes lurker and and ryder anims plus fps arms so im sure its all in there and i can open them in the shape editor. The model works fine with dependencies, but i have no idea if anims even get loaded. Since the shape editor is sort of broken its even harder to tell if anything happens. I have little to no understanding in regard to animations, any information would be appreciated. There are many more character models i have too anything in regard to animations would be useful.
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