Showing posts with label Arrow. Show all posts
Showing posts with label Arrow. Show all posts

Monday, 6 May 2013

2 Weeks and Counting...

It's been a while since I last blog posted as I haven't had time to render or screen record any of the work recently. I will begin rendering turnarounds of some of the finished props tomorrow so it won't be left until the last moment. I cannot render them out on my laptop as it doesn't have the memory (cant wait to go home and use the new computer) so I have to wait until I'm in uni before I can do that, it is a similar case with texturing.

I can screen record the unity particles and how I have them linked up to the animation but it will have quite a low frame rate so I will be rendering them off also when I can get on a decent computer.

As for now I have a few renders:




I'll update with turnarounds over the next few days.


Friday, 22 February 2013

Bows, Arrows, Staves and Dissertations

The characters have been handed over and the rigging and skinning has begun  so work has become less hectic. While it was great fun making them two characters for our game it would have been too stressful to keep going at that rate for much longer.

So I took a few days off over reading week, lazy? yes. Worth it? totally.

I feel much more refreshed and ready to crack on with the game now, and seeing the characters come to live as they are nearly rigged is making me very excited, I cant wait to see them animated and shoved into unity.

But there is a minor halt in the major project, as the dissertation deadline looms ever closer. My essay 'Aesthetics as Metaphor: A Study of Environmental Storytelling' had to be put on hold while I churned the characters out so I have less time to cram it in now, but it seems to have all worked out well as the models are completed and the dissertation is coming along reasonably well. So fingers crossed.

Anyway...art.

So I completed the low poly of the bow and arrow which I had blocked out in the last post:


Now I'm working on the Staff for the player character to use:


This is only a pretty early block out and has been through quite a few designs already, but I like the curling tendrils running up around a crystal. The shaft of the staff will be much more gnarled and branch like, quite similar to Gandalf the Grey's staff. This kind of staff has nature in mind as well as the new ability the player will have in the game which is the ability to cast magic, hence the crystal on the staff, but it can still be used as a melee weapon. The crystal also mimics the crystals present on the Bark Basher (the final boss character of the demo) so a theme is present throughout.

Once the staff is completed and the dissertation handed in I can begin working on some of the environment props and start playing around in unity with the particle effects and shaders. Oh, and start texturing the characters and weapons. The next few weeks will be when (hopefully) something resembling a game begins to form and that's when it really gets interesting.

Tuesday, 20 November 2012

Back to Pre-production

So it's been a while since I posted any work up here, mostly because I've been working on pre-production which is always a weak spot for me, I generally find myself unmotivated and struggle to get any work done. I am glad that pre-production for major project is it's own project however as it stops me from getting to this stage and then just jumping into production before I am ready.

That said, it hasn't been going too badly so far, the pressure to do well this year as well as getting the animators and directors everything they need is keeping me going for the time being. I find that I enjoy the end of pre-production anyway as I have trouble coming up with initial ideas and designs but enjoy tweaking solid work.

So far I have basically what I put up here for the Centaur a few weeks back, even though some tweaks have been made to him, and I now have the player character design down, at least in terms of his size and shape so the animators can start thumbnailing and planning the animations and rigs.


So here is the Fae player character design so far:



The one on the left was the original design, then we had the idea of using the vines running along his body to roughly plot out the veins or follow the nervous system. I then came up with the one on the right. I really liked the idea but I'm not sure it comes across to well. I like how it grows up onto his face and down his arms, but I think I'll need to play around with it some more before I enjoy it.

I also have a list of props I'm making for the summer court environment as well as weapons, these include:

Books
A bookcase made out of a tree
Musical Instruments
Tholos Arch (Similar to the Oracle of Delphi)
General Ruins
Tree Stumps
Staff
Bow and Arrow 

So far so good, just got to keep this up and keep knocking these designs out in preparation  this should be an amazing project, lets hope my blog posts stay this optimistic over the next few months.

Sunday, 29 April 2012

Almost 1st submittal time...

So tomorrow I have the first submittal deadline at 6:30pm so I have been rendering turnarounds like nobody's business...there are a LOT of turnarounds...

But as for work it's gone quite well over the last few days, I got the crossbow to face the right way now. It wasn't to do with the coding which would explain why I couldn't see it, it was just one of the settings on the skeletal mesh editor that told it to rotate at 90 degrees for some reason.

I've also scaled the crossbow up and the club down so it is more realistic. I tried doing this before but couldn't get the sizes so change, apparently you have to rescale and then re-skin in Max before exporting again. So I just created a used a Scale variable in the code to save me time.

I got the arrow flying more realistically, although sometimes it would mess up... either travelling very slowly or seemingly not appearing. But I went back on to the net and found a different piece of code for programming projectile static meshes and customised that one to fit the crossbow and arrow. This has worked much better now and I even have it so that the arrows stick into walls and objects! It goes wrong when you kill a player as the arrow floats where it hit the player but there is a chance I wont be able to fix that in time as I wouldn't really know where to start.

Here's a video of the crossbow working correctly and the arrows sticking into the walls:


I've also set up some sound cues for the firing of the crossbow, the impact of the arrow and attacking with the club (although the club hit is really annoying and needs to be changed). I then linked them through the code so that they play at the times specified and hey presto!

I've also used kismet for the first time in this project to change the starting weapons of the characters...but this has been met with limited success so far. I tried to get it so that when a player spawns it removes the existing weapon (the link gun) and replaces it with a custom weapon (the club) but at the moment it removes everyone's weapons and only gives them a club every time a player spawns, which is annoying when your trying to use a crossbow. I'll have to look into this more but for now I'm making it so the player keeps the link gun but also gets the club, for testing it's fine as the AI prefer the club and it never runs out of ammo so they don't use the link gun, but that will need to change.

Here's a screenshot of the simple kismet I have set up:


Joe did find an error earlier with getting his code and my code to run in game, as his code is run before my code due to its placement in the config folder but it references my packages. We cannot load my packages first though as they all expand on the default UDK code.

Hopefully this wont be too much of a problem come the final submission but we may not have it working in time for the 1st submittal which is a shame, but for the first deadline I don't think we've done too badly.

Friday, 27 April 2012

3 day post streak!

This is now the 3rd day in a row where I believe I have enough work to warrant another blog post, which is great. Although I really don't think I'll be able to keep this up much longer, I'm starting to hit roadblocks now and works beginning to slow down.

Today I managed to update the flag texture somewhat. I added a bit of normal detail to the golden part as was my first intention, I did this by finding an image and then using it as a Mudbox stencil. I also wanted to add lots of cloth folds to the flag...but I didn't think it through when I upwrapped it and lay all of the flag pieces on top of each other meaning Mudbox cant render it out...ah well... lesson learned I guess.

Here's the flag now:


Its far from finished...but well...you get the picture.

I now have the crossbow firing arrows semi-correctly. The arrow mesh now points in the direction you are looking, so the arrow no longer comes out sideways, and it now travels at a more normal speed. I also rescaled the arrow so that it is more realistic compared to the crossbow and players. The problem at the moment is it has a wierd bug while flying through the air and I'm not entirely sure what's causing it. Either the mesh emitter is firing more than one mesh and it's confusing it or something is going wrong while rendering it and it's not showing correctly. I'm going to try and take a closer look at this soon by getting the AI to fire some arrows and trying to observe it from a different angle.

I would post a screenshot of the arrow going wrong but I could be here all day trying to get the timing right.

Another thing I have managed to figure out is the weird shadows being cast on the main tent. This was, as suspected, a lightmass unwrap issue. I just had to go back in and take the lightmass unwrap to more extremes and it seemed to do the trick. It took some time testing it every time I tweaked it though, as I had to rebuild the lighting in UDK which currently takes around 5 minutes.


And last but certainly not least...I managed to playtest it today, with bots running round and managed to make it a proper capture the flag game that the bots join in and play, which is great. I would love to have seen the smile on my face for the first 10 minutes of playing it until I realised I should probably actually be working. I screen recorded a video of the bots all running round playing capture the flag, the quality may not be particularly good on here but I'll be doing a better render sometime before Monday's deadline anyway.



There are no Ogres or Mongolians running around at the moment as I haven't added Joe's script files or USk packages into my UDK setup yet, but that will be easy enough to sort out, I'm just waiting for them to be completed. The weapons are not running yet either although I have re-done the script for the club now and the AI can use the weapons. (They can use the crossbow anyway, I'm yet to test the club but it's using almost identical code) I decided to leave the weapons out as they are currently firing lasers to determine impact and the club is long ranged and problems like that so I thought for the viewing it would just be better to use the UT3 weapons.

Tomorrow I will probably use most of my time trying to get the weapon scripts working how I want them too, just so I have some kind of working weapons for Monday's first submittal, but if I find I'm getting nowhere with it I'll get on with some texturing as a lot fo that still needs completing.

Wednesday, 25 April 2012

I'm losing track on what's new now...

Its been around a week and a half since my last post... how bad of me...

Anyway, a few of the days of were spent on getting my essay done for contextual studies, I wrote it on the difference between Western and Eastern game titles and why they differ. It was quite a fun essay to write and research but I had some trouble getting quotes for it...I was pretty pleased with what I managed in the end though...probably one of my better essays...hopefully...

As the title suggests, I'm flicking between bits of work all over the place at the moment, trying to get everything finished of at least in a workable state before the 1st submittal this Friday... I highly doubt everything will be working as I want by then, as the weapon script is proving more difficult than I anticipated...but hopefully by the time the final submittal roles round they should be working...

I'm saying hopefully a lot, that probably isn't good...

But on to work!

I've solved the wall lighting issue where a seam would appear about 3/4 of the way up the mesh and it didn't seem to show on any texture maps. It was just a smoothing groups issue...the amount of times that catches me out... but that's all sorted now, and I even went back and made a slight improvements to the wall while I was there.

I got around the issue of not being able to fire inside the cave as I was using 2 landscapes to make the holes for the cave, as you cant make holes in the landscape as its still in early development. To get around this I just made a quick mesh in 3DS Max and then stole the UDK texture I was using on the other cliffs. It's by no means ideal and it still needs work, but it proved to be a fairly simple, quick fix so I'm not complaining.




I have rescripted the crossbow weapon using the UT3 shock rifle files and adjusting the code. I'm not going to post it all here because it is really long and in 5 or so separate files. But basically I have the weapon in UDK and you can fire it. Although at the moment the crossbow is held sideways, it shoots giant arrows that don't face the right way and lasers shoot out of it and explode people...so yeah, not finalised yet. But I know how to solve most of them problems, or can at least work it out, the only thing I'm unsure about it the mesh emitter which is used to fire the arrows...but if worst comes to worst I can just use a particle emitter and try to make it look like a fast arrow.

Here's the crossbow being held wrong:


Here's the arrow not flying correctly:


As an added weapon bonus, I have the club pickup working, kinda... It's rotating above the pickup point fine, but I think the scale is too big and the pivot is just too high so when he holds it you can only make out the bottom of the handle, but that should be an easy change now that I have it working in game.



I've also made a flag tonight, working from since I left Uni and went shopping, I have managed to model, unwrap and skin a flag that will replace the default UT3 flag. It is 1144 polys, so that works out at 2288 tris in UDK. I have only got base textures on the flag at the moment, but I have a red and blue flag made on the same texture map so the team colours will work. I have not yet set up the physics and cloth on the flag yet so it is only static, but it should flow like the banners do on my environment.



I've made the game a Capture the Flag game mode now...but that only involves changing the prefix to the map name, but I have the flag capture points in now, so it's a playable CTF game!

Hmm, other things I have done...I have tweaked little bits of textures here and there, adding a few spots of mud or rips to the materials. But nothing too major there. Oh, and I made some blocking volumes to keep players for getting out of the level, it is a bit of a cheap way of keeping them in, but it saves no end of time play testing all the ways someone could escape from the map and then tweaking the map again so I'm not complaining.

An interesting error I have come across, which is almost 100% a user error not a program error, is that I have seemed to hide all of the textures and materials as well as deleting and not showing new actor classes. I have tried flicking it though all the different viewing modes but cant seem to figure it out, which is interesting...Luckily it's not just my map, the base UDK ones are like it too and the textures load when you play it, so I hopefully haven't horribly destroyed it a few days before 1st submission...


Makes it look snowy which is cool, but if anyone knows what has caused this could you just drop me a message with a fix? I'm sure I'll figure it out soon enough but any time saved on this project is a massive help. Maybe I only need a computer restart or something...but hopefully it wont stick around and be a problem...

I just managed to get no errors or warnings while compiling the UDK scripts...so that's a nice little personal victory for me

I was writing this blog as I was working on my other screen and I'm just gob smacked at how fast I'm working at the moment, I cant keep up blogging with everything that's getting done, and that's a really good feeling

/Superlongblogpost