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    posted a message on Project "HANSA" [Online competitive FPS]

    Quick Update: been working on some models, skybox, volumetric smoke, and other "invisible" stuff (related to controls and camera height map).

    Volumetric

    Posted in: Project Workplace
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    posted a message on Actor Z blend?

    Is it possible to blend the height change for an actor via actor messages? Units have this option (via triggers).

    Posted in: Data
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    posted a message on Project "HANSA" [Online competitive FPS]

    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).

    Comparison

    Posted in: Project Workplace
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    posted a message on Project "HANSA" [Online competitive FPS]

    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.

    Posted in: Project Workplace
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    posted a message on Project "HANSA" [Online competitive FPS]

    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
    • First-person camera controls and movement
    • Crouching and sprinting (no jumping yet)
    • Geometry-based hit detection using hitboxes
    • Head shot detection
    • Assault rifle, sniper rifle, pistol, knife
    • Multi-layer navigation (stairs, two-story building, etc.)
    • Online controls with decent responsiveness
    Graphics
    • Work-in-progress environment, gun and character models and animations
    • Destructible environment and physics
    • Dynamically lighted first-person gun models (not using portraits)
    • Bullet holes on terrain and hard surfaces.

    Screen shots

    Scenery with knife

    Scenery with knife

    WIP character models

    Characters

    Damaged concrete fence

    Desroyed fence

    Broken windows

    Broken window

    Staircase

    Staircase

    Bullet holes on a wall

    Bullet holes

    That's for today.

    Much more coming soon! I'm looking forward to your feedback!

    Posted in: Project Workplace
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    posted a message on Make unit follow/stick to unit

    Thanks for the replies, I'll check out your recommendations.

    Posted in: Data
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    posted a message on Make unit follow/stick to unit

    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?

    Posted in: Data
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    posted a message on Attach actor to different unit

    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...

    Posted in: Data
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    posted a message on "Campaign Mode" rendering in custom map?

    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?

    Posted in: Miscellaneous Development
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    posted a message on How to use ingame textures with imported models?

    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.

    Posted in: Artist Tavern
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    posted a message on [Graphics] What happened to local light specular?

    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.)

    Posted in: Miscellaneous Development
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    posted a message on SSAO - How to enable it in-game?

    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.

    Posted in: Miscellaneous Development
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    posted a message on Black mask outside map bounds

    @Mozared: Go

    I mean this...

    Posted in: Terrain
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    posted a message on Black mask outside map bounds

    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.

    Posted in: Terrain
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    posted a message on How to use ingame textures with imported models?

    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?

    Posted in: Artist Tavern
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