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Duion

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  1. Forget 1st and 3rd person animations, it is too complicated and too stupid, it is from a time where the gun was glued into the screen and then people pretended it was first person while it was totally not. https://arambartholl.com/de/first-person-shooter/ Only possible problems I have noticed from not having dedicated 1st person animations is the head maybe getting in the way, the camera clipping into the body and not being able to perfectly align iron sights animations, but to solve that you could copy the 3rd person model and modify it like remove the head for example. You need to think for yourself and innovate a bit since there is no perfect way to do it, it depends on your project and how much work you are willing to do.
  2. It is not my opinion it is facts, the issues started right after Microsoft bought it, of course people that use some default chrome browser with all javascript, cookies, spyware, ads etc enabled then it actually may work, but this cannot be a solution to just accept them trying to bully everyone with alternative software away and that is not the only issue as I've said I had multiple friends report to me several other issues like not being able to download stuff from Github similar to this issue here probably also some others complained to me they cannot commit anything to Github or were shadowbanned by default and such stuff. It is not just some issue with me, but a whole lot of issues for various people. I deleted everything since I kept getting emails to add new verification bullshit and so on and the site never worked anyways, so why even deal with this nonsense, it is clearly a corporate takeover attempt and Microsoft is trying to destroy open source projects.
  3. Since Microsoft bought Github it stopped working for me in my browser and I had also many friends report to me them having various issues with Github since then, ideally you should move away from Github to a better platform since things will most certainly not get better in the future with Github.
  4. Duion

    Rad Alert

    That's rad.
  5. @Code_Man Wenn I did simplify the whole process a lot with the paintball player, he has only one weapon and one model for first and third person, the default setup assumes you make a first person and a third person model and animation for each weapon, but this was too much work for me. Advantages of using the same model in first person are its much more realistic as you have legs etc and your eyes follow what is happening for example when you call down you can see it actually happening from first person, I even made a breathing animation so if you pay close attention in first person you can see the character breathing as the view moves slightly up and down, downside I found so far is that the head may get in the way and iron sights animation will be problematic to line up perfectly also I have no idea yet how to make animations for different weapons. I animated the character in blender with the weapon in hand, then removed the weapon and then its added back in through the engine, but it looks stupid when the weapon is missing. So ideally you create a dummy melee "weapon" and then add a set of animations for rifles, one set for pistols etc since as an indie you do not have time to animate each weapon. Just look up the manual how things meant to be and then improvise, I also did that, the hardest thing in development is to decide how you develop it, since there are many approaches to the same problem. First you should make a player character in like makehuman and get it imported into Torque3D, then you give him an idle and run cycle animation and this already fits most situations, the run cycle is already one of the hardest possible animations since most others consist of just a few frames.
  6. Porting my game to Torque4 is too much work for me alone and I also have other things to do now. I should have left the player character more defaultish for reusability, but I had so much problems with the head and face that I chose to just put a helmet on him and let it that way.
  7. @fLUnKnhaXYU That is just the old content that was removed in the new version and is now added back, but its still the default soldier, that should have been removed like a decade ago, I remember when I was in the steering committee we were working on replacing all the assets, but then new people took over and threw it all away.
  8. Download Uebergame it is implemented there with all the scripts, or pull the text field in blender from the right open I marked at which frame what animation plays for the most part, enter that in shape editor. Animations sound more complicated than they actually are, some animations are just a few frames long, the most complex animation is the walk cycle and the reload animation, look in the animation editor it creates an entry point for each time a bone has changed and inbetween the engine just interpolates from one state to the other, for example I made a mistake for the up and down look animation it should be interpolated using a linear algorithm, I used something else since it was default in blender. Also read the Torque3D documentation about it and I also have the ultimate guide to Torque3D still uploaded the author allowed to share it for free, I bought it back in the day: http://duion.com/files/system/UGT3D.zip The most complicated part of player characters is deciding for a setup and way to do it, then you can extend, for example you should use the same skelleton and bone names otherwise you have to rename them every time or create a setup to copy animations over and with a different model they may not work well at all etc. So I created a default character in makehuman and kept the bones and modeled around it. One thing I still wanted to try and never got to it was exporting the individual animations as single files as it was done in the default template, I think you delete the meshes for that and just export the bones with the one animation and then point to that file in script for the animation. As said I would throw away the default soldier and weapon models, they are broken and the way they are done is too complicated for a beginner, it has separate models and animations for first person and third person and then each animation is done again for each movement pose like walk, run, sprint, duck, swim etc and thats a hell lot of work, I simplified it a lot by just having one model and one set of animations for all, so you could just place any weapon into the hands of the player and it will look somewhat right but the details will of course not match, as an indie developer you need to scale down your project in terms of effort needed.
  9. It is still up on https://duion.com/files/system/paintballer_beta_10.zip Its the whole blender setup and Torque3D setup, so this exports right into Torque3D, if you look at the right there is a grey window you can expand and I wrote down at what keyframes what animation plays, you enter those in Torque3D shape editor. You can also download Uebergame to see it fully implemented. It uses a makehuman skelleton so you should download that tool as well since you can export a fully rigged player character from there to work with, so no need to model anything, but expect some ugly glitches, one of the hardest parts was to turn the whole player model including skelleton to the positive Y axis which is what Torque3D needs without messing anything up. You need to watch tutorials for blender to do anything, just do not mess up the settings and finish one part after the other. And forget the soldier you do not learn anything using that.
  10. From my experience I can just tell you do yourself a favor and throw away the default soldier, it should have never been part of Torque3D, it was made to industry standards of the past and in 3dsmax which causes compatibility issues with open source software like blender. It took me two weeks of work to learn how to model, texture, animate and implement a player model and in the end I learned more and made more progress than dealing with the default soldier for months. I can give you my work files and tell you how its done if you want, if you have a real life and/or a job then I would probably calculate 2 months to get it done rather than 2 weeks, but depends on your skill level, a skilled artist probably can get a prototype done in a few days.
  11. This looks like https://arambartholl.com/this-is-fine/
  12. It would be interesting to find out why some trees do not collide properly, but others do. I also tried placing other objects such as rocks with the forest editor, but it occasionally created weird unexplainable bugs so I never did it again. I would not use anything other than the actual trunk model of a tree as collision because it will have weird effects on the gameplay like blocking players or shots, the whole collisionmesh thing is mostly nonsense as you would almost always use the visible mesh, except for stuff like vegetation you are not supposed to collide with and for playermodels that have like 15k polygons which will create lag otherwise.
  13. Why would you want to have multiple collisionmeshes? I usually just take the trunk and maybe big branches, separate them and make them the collisionmesh. I vaguely remember sometimes vehicles not colliding well with trees, but it was not that bad that I saw it as an issue and I never used vehicles much. Ok I did some tests and indeed collision is broken for trees, but it seems only for some trees, I tested one level of mine and the pine trees almost always collided properly, but the birch trees almost never, so for some reason the engine dislikes birch trees, so that may be a hint. Also collisions on vehicles are generally problematic, I had the vehicle glitching out on complex shapes a few times as well as some other bugs with vehicles that caused me to not consider using them. Maybe you can ask @Nils he said he will implement vehicles in his game in the next version so I'm pretty sure he already ran into several of the obvious vehicle related bugs.
  14. I also have an Nvidia 1050 GPU and my game runs on 60FPS max settings and I have way more graphical detail, your bottleneck is probably not the graphics but some unoptimized script or files. Also my critique towards the visuals were mostly about aesthetics, not about adding more stuff, but arranging it differently so it looks more natural. Regarding memory and space used no idea where it all comes from, my whole game is like 500MB and a lot of textures and models are not even used anywhere and regarding disk space you do not need to be so greedy, modern games use on average maybe 50GB now, some games even over a 100GB. Some games I used to play were recently updated and now they do not even run anymore with 8GB RAM installed, they need at least 16GB now. Its pointless to aim for lower hardware, just look up the Steam survey what hardware is average now and use that as reference.
  15. You should make the ground cover and terrain a similar color so they blend into each other better otherwise it becomes very obvious when it fades out in the distance looking very unnatural. I would make a forest floor texture and paint it under each tree and a lush grass texture and put it everywhere there is such an accumulation of the groundcover grass you will be amazed how much more aesthetic the whole scene will look when every plant has its own micro-biome.
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