we just finished our ingame cinematic system.
Its totally done in Lightwave. We have different scenes for camera movement, object movement and character movement. Characters are animated the same way as in game its just a special custom animation.
All the different camerashots are linked by the scrip…
Its totally done in Lightwave. We have different scenes for camera movement, object movement and character movement. Characters are animated the same way as in game its just a special custom animation.
All the different camerashots are linked by the scrip…
I fixed a few things mentioned in previous comments.
Bots have now one flinch animation if they are hit(best seen in video in second in game cinematic). It takes one sec and they do not shoot back at this time. Maybe more are added later showing animation where they were hit, like grab shoulder, leg…
Bots have now one flinch animation if they are hit(best seen in video in second in game cinematic). It takes one sec and they do not shoot back at this time. Maybe more are added later showing animation where they were hit, like grab shoulder, leg…
In the last weeks we inserted script system and ingame cinematics(cms).
Script handles triggers and spawn behaviour.
Triggers can start cms de-/activate spawns and other triggers or change bot/teammate behaviour.
Picking up of ammo, medkits and weapons is possible now. Changing them if all slots are f…
Script handles triggers and spawn behaviour.
Triggers can start cms de-/activate spawns and other triggers or change bot/teammate behaviour.
Picking up of ammo, medkits and weapons is possible now. Changing them if all slots are f…
here is just a quick entry. The video shows physics speed increased by 20%. Looks a lot better now [grin]
It shows some more things, like damage over time from particles and it should play better on mediaplayer. Previous video made some problems on some systems[headshake]
Click here to watch new phys…
It shows some more things, like damage over time from particles and it should play better on mediaplayer. Previous video made some problems on some systems[headshake]
Click here to watch new phys…
A few weeks ago we decided to insert a big singelplayer campaign. Just multiplayer with bot support will not be enough.
First time i finished network gameplay a little. Its now working quite stable with normal weapon usage(no flamer and no grenades). We used RakNet to implement netcode and i can rea…
First time i finished network gameplay a little. Its now working quite stable with normal weapon usage(no flamer and no grenades). We used RakNet to implement netcode and i can rea…
Last weeks we put in so many things to get a techdemo ready.
Rage Hard is now offline playable against some bots.
- We put in a particle system for fires, smoke etc.
- Sounds inserted
- One very annoying part was the handling of the lost device if you change from fullscreen to desktop or other cases. F…
Rage Hard is now offline playable against some bots.
- We put in a particle system for fires, smoke etc.
- Sounds inserted
- One very annoying part was the handling of the lost device if you change from fullscreen to desktop or other cases. F…
We were very busy last time so no time for updates here but now i found some minutes before next WorldCup game from Germany [grin]
-Bots now aim during run at your direction or whatever they have set as target if it is in angle of +-45 degree and if they stand around they rotate also with total body…
-Bots now aim during run at your direction or whatever they have set as target if it is in angle of +-45 degree and if they stand around they rotate also with total body…
Animation are set now right way if bots are running, changing weapon or standing around. During any movement they look slightly around with upper body and head. This moving is smoothed at the end of the rotation to avoid a robotic look.
First tests looked like some zombies are moving around but now …
First tests looked like some zombies are moving around but now …
a long time ago in a far far...
It has been a while since the last update.
We decided to bring shaders to a good state so the bots had to wait again.
They work like this for ps 3.0:
Bump, specular effect and lightmap are put together in 3
different basic type of shader. These are bump only, spec only, b…
It has been a while since the last update.
We decided to bring shaders to a good state so the bots had to wait again.
They work like this for ps 3.0:
Bump, specular effect and lightmap are put together in 3
different basic type of shader. These are bump only, spec only, b…
As always if i get bored by some parts i don't like(bot AI) to implement i insert some others which are more fun and need to be done [smile]
First i nearly finished dynamic objects handling. Placement of these objects is read from a lightwave scene and set with objects class. Lighting of objects is …
First i nearly finished dynamic objects handling. Placement of these objects is read from a lightwave scene and set with objects class. Lighting of objects is …
Bot stuff is progressing a bit slower than expected.
But last night first one died [oh]
So bots find now their way and can be shot by player. But no animation "died" bots working yet, just some flags show me they are dead and they respawn on another place after a few seconds.
They should die using rag…
But last night first one died [oh]
So bots find now their way and can be shot by player. But no animation "died" bots working yet, just some flags show me they are dead and they respawn on another place after a few seconds.
They should die using rag…
Heyho,
here we go!
Our homepage is finished now.
Rage Hard Homepage
Have a look at it if you want [smile]
here we go!
Our homepage is finished now.
Rage Hard Homepage
Have a look at it if you want [smile]
Last 1.5 days i made a break from bots and inserted reflecting surfaces. Water looks now a lot better [cool]
Each room can have one reflecting plane. The room is then mirrored on that plane in a rendertarget and the not usable part is cut off with a clipping plane.
In the main render buffer a stencil…
Each room can have one reflecting plane. The room is then mirrored on that plane in a rendertarget and the not usable part is cut off with a clipping plane.
In the main render buffer a stencil…
Yoho [cool]
Some time ago since i did last update.
Still implementing the bots.
The pathfinding is done in a second thread. This should keep everything very smooth on HT or dual-core systems. I need to check this on single cpu later and hopefully changing priority will keep it smooth on single cpu sy…
Some time ago since i did last update.
Still implementing the bots.
The pathfinding is done in a second thread. This should keep everything very smooth on HT or dual-core systems. I need to check this on single cpu later and hopefully changing priority will keep it smooth on single cpu sy…
Currently working on AI.
We are using these grids:
to cover every level. All these fields are numbered and if any bot has another bot or player in view it can run to this field.
Bots will patrol defined pathes or randomly walk to different fields.
If some opponents will cross their way they will attac…
We are using these grids:
to cover every level. All these fields are numbered and if any bot has another bot or player in view it can run to this field.
Bots will patrol defined pathes or randomly walk to different fields.
If some opponents will cross their way they will attac…
Here is a little video showing 5 different animated characters. Going from run to walk to duckwalk to crawl, change weapons, show addons, attack with knife etc
We used our own animation SDK for this(link)[smile]
All animations have smooth transitions from one to the other.
Two different bone-sets are …
We used our own animation SDK for this(link)[smile]
All animations have smooth transitions from one to the other.
Two different bone-sets are …
Processing this endless list of animations is so boooring, so i did a little break fixing some more intersting things.
I fixed some shader issues with multiple lightsources and a square look on some areas. Especially on gasbottles it looked not smooth enough but now it does.
I cant stop playing arou…
I fixed some shader issues with multiple lightsources and a square look on some areas. Especially on gasbottles it looked not smooth enough but now it does.
I cant stop playing arou…
At the moment i am importing some characters with animations. They are for now all animated and modeled in Lightwave and are using bones.
These bone animations work well for the first person view weapons.(you can see some in video from previous entry).
But they are 'only' played the way they are an…
These bone animations work well for the first person view weapons.(you can see some in video from previous entry).
But they are 'only' played the way they are an…
Today some more info about the project.
We are using Lightwave for modeling levels and for modeling and animating characters.
3D engine uses directx9.0. Compiler is Visual Studio 2005.
We use lightmaps for lighting but dynamic objects are planed to have stencil volume shadows.
Lightmaps are calculated …
We are using Lightwave for modeling levels and for modeling and animating characters.
3D engine uses directx9.0. Compiler is Visual Studio 2005.
We use lightmaps for lighting but dynamic objects are planed to have stencil volume shadows.
Lightmaps are calculated …
Advertisement
Popular Blogs
Advertisement