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  1. Hello everyone! I've decided to implement a destructible enemies system. Description: When bullet hit enemy in specific part of his body(arm fo example) armour, which covers that part of body, will fall off. Enemies in my game are robots so this means that when shooting them certain plates of their armour will fall off. All enemies will have a different amount of armour plates My solution: The only solution I came up with is to make an actor with a static mesh and attach it to the bones of enemy's skeletal mesh. When bullet hit that actor it detaches and fly away with add impulse node. Question: Maybe there is a better solution, which I'm missing and it's more efficient.
  2. Thanks, I've checked it and it works fine. But now I've got another question. The point is that I got pretty big map and it's got only one navigation volume. So is it ok to use runtime navmesh generation with one big navmesh volume or I should better divide it into smaller chunks?
  3. Hello everyone! I've implemented some simple mechanics in my game, but faced not so simple problem. Is there are any ways to change AI navigation with events in the game (for example when you hit a switch). The problem can be clearly seen on the bridge example on the screenshots below. When bridge disappear enemies still trying to use the navigation which leads to their fall. I've made bridge disappearing by switching the material and setting no collision on it. I've placed bridge in the editor activated and it generated navigation. But how to get rid of it and change it, for example, with nav link I don't know. And also how to turn navigation back when the bridge is active? Here we got bridge and we got navigation for it. Here we don't got bridge, but still have navigation for it.
  4. Maybe. But It don't match with my vision (which formed after completing it). And it's a very bad and terrible thing. However I've got some advantages: I've finally get the look of the model It have some common parts with current model This advantages will help me to finish new model faster (if I will have time for it). I've experienced almost same problems with enemies in my game. I' ve made a model for enemy a whole month and never managed to finish it, then I switched my mind and decided to design differently. I found a common concept and now I can make enemy model in one day (it's not the greatest quality, but enemies don't live very long on the battlefield), despite the fact that in my game each enemy type must have unique and clear silhouette.
  5. So I finally retextured my character model a little, change pose and lights. It's looking better for me but still I don't get that WOW! effect. I think that this is because of the design. It's kind of strange to say, but I think that I messed up with the geometry and shapes. Even now I'm looking on it and think of places which can be better. Maybe it's by the way of creating this character. I didn't have a clear concept and vision before I start it and this is the thing. I thought that I will figure it out in the process. But actually it was pain in the ass and ended up being not very good (in Russia we got proverb for this situation: turkey thought, but fell in soup). For now I think I will keep this model, but after some time give another try to create a model of my dream (considering my mistakes and things I learnt).
  6. Yeah, I think I went to far with contrast and currently scene have too many lights. I think that soldier shouldn't have a very bright outfit, because he need to be unseen. But from the over hand it's an art and I think that ultimate feature of it is freedom, so maybe I did a wrong move by making things, that are "closer to real life". However I've got another color pallete, which was used to create the first character, but it was some months ago and my game was looking a little bit different from the current state. This pallete was inspired by Star Wars theme and here is a picture of my old game character: This emissive parts will carry on a valuable information for a player (cause he will always see back of the character) and so I don't want them to miss from player's view. Also they are pretty badly, cause I don't know how to do them right in Substance Painter and set up in Marmoset. I think I should take some shots inside unreal with emissive materials on.
  7. So I'm using 3ds Max to modeling, Substance Painter to texturing, MakeHuman to make human bodies and Marmoset toolbag to render models. I'm learning modelling and texturing by myself and have 2 year experience in it. I've tried to achieve more realistic look and my main reference picture for texturing was this one from DOOM's multiplayer: Also I know that emissive materials looks bad for two reasons: I'm not sure how to set up them in marmoset and how to make them right in substance painter and also there is not enough need for it science this materials will have a gameplay purpose and I decided to make them inside engine (I'm making my game with Unreal). I've added some dust rough dirt and a little bit of scratches, but I think that effect is too settle. But I don't want to go crazy on it because this suit suppose to be used it's very first time.
  8. I've tried to think of it like it's a soldier suit in real life before modelling. So I decided that he will have some kind of underwear, you know like a base. Then he will put on some basic protection pieces on the chest, legs and arms. And at the end he will put on heavy armour plates. Maybe it's the problem it the modelling process. I've spent some time examining how characters from HALO and multiplayer DOOM were made and decided that they were made like this: you got the base (just a character from MakeHuman for example), then you model the base just a little bit and add details, then you just put on it armour and that's all. That's what I made and I don't know it isn't worked out for me. I don't want to make an Iron Man putting hole character in the metal (especially when I got robots as main enemies in my game).
  9. So he's going to be a new type of soldier. He is very fast and mobile, but on the other side he must have some protection. Also he have a jumpbag which allows him to make a double jump and a long jump (fast way to move around the level). If you can do a long jump it means that you can fall from high altitude. So this is why his legs are well protected. Soldier uses only one-handed weapons or weapons, which attache to his lower arm armour for move mobility (you can see that his right hand more protected and have a special binding). Green lights represent his active armour level (it's a gameplay feature: they change color from green to red). Orange light on his back represent his energy (it's also a gameplay feature: it works like R.I.G. in dead space.)
  10. I've tried to achieve a look of painted metal, but my friend said that model looks like toy. And I agree with him, but this is not the critical thing, I'm not satisfied with shapes.
  11. Hello everyone! I've just finished my main character model. This was my third attempt and I feel like I screwed it up again. I don't know, but I feel like my characters miss something and it makes them lifeless and forgettable. The only thing, which I like is a helmet. Before modeling process I draw a side view of it. I'm really bad in drawing and never draw something serious before. It helped, but still helmet miss details. I want to ask your opinion on it and maybe some advises (skinning and pose are very bad).
  12. Yeah, I got you point. It's very wisdom advice and I should give a try to my new algorithm. Rigth now I spawn enemies without any pool and every time they die it means that their objects get destroyed. But it's very stupid and straigth forward: i just spawn predetermint groups of enemies. My new algorithm tries to normalize spawn amount by max enemy count and max enenmy weigth. But it's not fully integrated and I hope it will work better then current one.
  13. But In this 40-50 seconds interval I will spawn not one single enemy but f good amount of them. And I think it's impossible from gameplay point if view to spawn 500 enenmies per second.
  14. Yeah, I think this is my choice, because gameplay is kind of divide into two parts: one of them is an action, where enemies spawn each 40-50 seconds. But I got 7 types of enemy in my games and some of them (weak ones) spawn really frequent and in big amounts, but more strong enemies spawn with slower rate. Also I didn't understand a trick with bullets. Where are I should stole them if they don't use. And yeah, I got different types of bullets for each weapon in my game, but they all inherit from main class.
  15. Hello everyone! I was working on my spawn algorithm for enemies and come up with the question. Wchich way is the best to actually spawn them in Unreal Engine 4? I want to describe my situation. In my game there are a lot of moments when enemies spawn constantly, for example there are always more then five enemies (aka AI Actors) on the level. To keep them always on map I got an algorithm but I don't know how I should do it properly. There are two ways that I found out: Just a normal lifecycle: enemy spawns, he dies from player and actor and controller get destroyed. A little bit tricky. I spawn a good amount of enemies at the begging of level at one hided place (for example 20 enemies under the map). Thaen I spawn some amount of them and after death instead of being destroyed Actor returns to his initial place and wait till his next spawn. I don't know which way is better from technical point that's why I can't decide which one to use. But my algorithm can handle both of them.
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