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ill

Member Since 18 Jul 2009
Offline Last Active Apr 15 2014 08:36 PM

Topics I've Started

Showing full body from First Person

27 March 2014 - 03:26 PM

I'm thinking about having my character's full body be visible from the first person perspective.  It's more complicated than showing arms only for various reasons.  I'm using Unreal Engine 4 now so it's more about the core concept.

 

With arms only being visible, it's easy to just have a floating camera with arms attached to it.  The controls feel very solid since the camera moves exactly how you'd expect.

 

Most games let you see only legs when you look down which is somewhat doable.  You just have to also have good IK on the feet in order for them to properly look like they're standing on things.

 

Some games like Outlast and Mirrors edge let you even see the whole body but it may be easier for them when they don't have to show the gun the character is holding.  The gunplay in mirrors edge didn't feel as solid to control either.

 

I see some games that show only the legs sometimes let you see the body as well, like when you climb ladders in FEAR or when you get blown back by an explosion in Battlefield 3.  In Crysis they limit the angle with which you can aim downwards when crouching probably to avoid having to make your view not intersect with the body.

 

So when you see the body suddenly, do they normally make the body invisible to the eye and show legs only?

 

Do they have to pivot the camera around differently so that as you look up and down your eye origin moves a bit with the neck?  And how bout the arms being attached to the body.  How to ensure that as you look around up and down, the arms don't get all misaligned and go all over the place.  And how to do all this while making the look controls still feel as rock solid as when you don't see your whole body.


Blender Texture Mapping for Game Levels (Similar to Radiant/Hammer editor or 3DS Max UV...

08 October 2013 - 02:14 AM

Are there any modern methods or addons for Blender 2.6 that help with the texture mapping process of levels?

 

UV Unwrapping is good for some types of models, but when I'm designing architecture I want to select a face and arbitrarily tile and rotate a texture over it.  I'd also want some kind of alignment tools.  If anyone's ever edited levels with Doom Builder and used the texture align tool, I'd want something similar.

 

This is the closest I've found, but it's pretty old.  It probably won't even work with the BMesh system even if I get it compiling.

http://irrlicht.sourceforge.net/forum//viewtopic.php?t=14441

 

I'm familiar with the texture mapping tools in editors like Radiant for games like Quake 3 and Doom 3.  Others are probably familiar with UDK or Source engine texture mapping.  I'd want a tool similar to that.

 

In 3DS Max I was able to use the UVW Map Modifier to do this, and even then it was a bit cumbersome compared to the above mentioned level editors.  It was hard to align textures between faces and base tiling off of real world units.  I'm switching to Blender for now since I'm no longer a student working on student things, and Blender's Python API is infinitely better than Max Script and faster to iterate on than C++ dll plugins.

 

If no one has any suggestions I may try modifying the above linked script to work with current versions of blender and add a few things of my own if needed/doable.


Using Crytek's Lua code outside of Cryengine

24 September 2013 - 03:52 PM

I couldn't find any info on this, but Crytek's lua code has some pretty useful little functions that would be a pain to rewrite if using lua in other commercial projects.  It's kindof a grey area with a few things to consider.


Simplifying Static Mesh Geometry and Topology

14 September 2013 - 03:05 PM

So if I model a mesh like this:

 

http://i.imgur.com/HSb3DBM.jpg

 

It exports the triangles out like this:

 

http://i.imgur.com/NKcdVYH.png

 

It creates a few unnecessary triangles.

 

I'd like it to be more like this:

http://i.imgur.com/KypTs3c.png

 

Notice how there are less unnecessary triangles by just altering the topology a little.  This means less triangles for the renderer, as well as less triangles for any physics per triangle collision being done.

 

Is this something typically worth worrying about?  I've never heard anyone mention this kind of thing when modeling static meshes.  Are there any ways to make this automatically happen in 3DS max?  I can probably manually detach vertices on some of the faces and ensure that 3DS max triangulates the faces how I'd want, but that may backfire later when I edit the mesh again and my topology is now all messed up.


Colored Stochastic Shadowmaps?

29 August 2013 - 01:31 AM

I stumbled upon this paper: http://graphics.cs.williams.edu/papers/CSSM/

 

Here's the video: http://www.youtube.com/watch?v=GdEo3G08IwM

 

It looks pretty amazing.

 

Has anyone else tried something like this?  I'm thinking of trying it out in my engine, but if anyone knows that it creates some pretty bad looking artifacts I would probably avoid it.


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