Thanks for the quick feedbacks! In the meantime, I've updated the assault rifle model (still no hand or textures) and the muzzle flash; added impact smoke and muzzle light (animated omni light).
Oh, every model is in an early WIP stage, they're practically just placeholders, also the house models. (For me they are UGLY). I might upload the final ones, though.
Note: "HANSA" is not the final name of the project. The project is in a very early stage.
What is "HANSA"?
HANSA will be (I hope so) an online competitive first person shooter, the first map being set in a present-day imaginary city somewhere in Romania. The map will feature intense asymmetric fps combat (asymmetric being 5v1 or 4v1, it is not decided yet), similar to 2K's "Evolve", but Deathmatch and Team Deathmatch is also possible. The main game mode will also feature story elements.
Which is the best way to force a unit to follow another one, ore "stick" to it (using data)? Is there a designated effect/behavior, or should I use a periodic teleport?
I'd rather need something similar to the arcade map 'Warships', where individual units/building are on a spaceship and they move and rotate with it, keeping their initial offsets. (even online, that's why I think it was done in the data editor). I'm sure it has to do something with actor scopes, too...
The title is pretty self-explanatory. Is it possible to enable the "Campaign Mode" (as seen in the Cutscene Editor) in a custom map (via triggers, data, etc.)?
And also, why are the specular highlights (from local light source) gone on default rendering? They should be visible on Ultra or above. Shouldn't they?
UV mapping is no problem, I had some experience with MAX.
Also, Vertex Colors can be really helpful for unique asset creation at a low disk space cost.
I'm sure that a while ago specular highlights for local (omni/spot) lights worked in the Cutscene editor(on Ultra). Now it seems like they only work with "Campaign Mode" turned on... Is this a real problem?
Also, is there a way to turn on campaign render mode ingame? (via triggers, data, etc.)
A quick, yet important question: what's up currently with ssao (screen-space ambient occlusion a.k.a. indirect illumination)? I've heard it only works in cinematics, yet I couldn't see the difference. Is there any way though, to enable ssao in an actual game (in a custom map, via triggers or something) ? I see a bunch of controls for it in the Lighting options.
Here's my problem: a part of a doodad is outside the map bounds, and it's black. Is there a way to disable this? Or should I use a background model instead?
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Quick Update: been working on some models, skybox, volumetric smoke, and other "invisible" stuff (related to controls and camera height map).
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Is it possible to blend the height change for an actor via actor messages? Units have this option (via triggers).
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Thanks for the quick feedbacks! In the meantime, I've updated the assault rifle model (still no hand or textures) and the muzzle flash; added impact smoke and muzzle light (animated omni light).
0
Oh, every model is in an early WIP stage, they're practically just placeholders, also the house models. (For me they are UGLY). I might upload the final ones, though.
0
Note: "HANSA" is not the final name of the project. The project is in a very early stage.
What is "HANSA"?
HANSA will be (I hope so) an online competitive first person shooter, the first map being set in a present-day imaginary city somewhere in Romania. The map will feature intense asymmetric fps combat (asymmetric being 5v1 or 4v1, it is not decided yet), similar to 2K's "Evolve", but Deathmatch and Team Deathmatch is also possible. The main game mode will also feature story elements.
Implemented Features
Gameplay
Graphics
Screen shots
Scenery with knife
WIP character models
Damaged concrete fence
Broken windows
Staircase
Bullet holes on a wall
That's for today.
Much more coming soon! I'm looking forward to your feedback!
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Thanks for the replies, I'll check out your recommendations.
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Which is the best way to force a unit to follow another one, ore "stick" to it (using data)? Is there a designated effect/behavior, or should I use a periodic teleport?
0
I'd rather need something similar to the arcade map 'Warships', where individual units/building are on a spaceship and they move and rotate with it, keeping their initial offsets. (even online, that's why I think it was done in the data editor). I'm sure it has to do something with actor scopes, too...
0
The title is pretty self-explanatory. Is it possible to enable the "Campaign Mode" (as seen in the Cutscene Editor) in a custom map (via triggers, data, etc.)?
And also, why are the specular highlights (from local light source) gone on default rendering? They should be visible on Ultra or above. Shouldn't they?
0
Thanks for the replies!
UV mapping is no problem, I had some experience with MAX. Also, Vertex Colors can be really helpful for unique asset creation at a low disk space cost.
0
I'm sure that a while ago specular highlights for local (omni/spot) lights worked in the Cutscene editor(on Ultra). Now it seems like they only work with "Campaign Mode" turned on... Is this a real problem?
Also, is there a way to turn on campaign render mode ingame? (via triggers, data, etc.)
0
A quick, yet important question: what's up currently with ssao (screen-space ambient occlusion a.k.a. indirect illumination)? I've heard it only works in cinematics, yet I couldn't see the difference. Is there any way though, to enable ssao in an actual game (in a custom map, via triggers or something) ? I see a bunch of controls for it in the Lighting options.
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@Mozared: Go
I mean this...
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Here's my problem: a part of a doodad is outside the map bounds, and it's black. Is there a way to disable this? Or should I use a background model instead?
Edit: the black masking only shows up ingame.
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Finally I've found a way around it, using Texture Declarations, but isn't there a more ... "elegant" way to do it, without touching the data editor?