Showing posts with label Errors. Show all posts
Showing posts with label Errors. Show all posts

Monday, 17 December 2012

Specialist Animation 2

It's been a while since I have posted because the project I've been working on is not the most visual project. We were doing an assignment in Unity in which we had to get certain game elements working. This was good as one of our biggest concerns for our major project game was that we do not have a programmer to create gameplay elements.

I'm pleased to see that the project went much better than expected, not just for me but for our entire team. We have gotten much more done than we expected to and it has allowed us to widen our scope and hopefully add even more to the game. We managed to get a lot of the puzzles done, as well as some we were not sure we had time to do and we managed to get certain elements like the camera and the AI working to a decent standard.

In the project I made a camera with 3 levels of zoom and a special fixed camera position for the boss fight, it's also possible to look around using the mouse. I created a door in which you need to pick up 2 keys, walk over to an object and press the F key to open a gate and I created some 'dragons' which attack you by breathing fire, this does damage and has a 1 in 4 chance of causing burn damage over time. The final thing I created was a box which you can go to, press F and it heals you to full health and stops the burn damage.

Here's a quick gameplay video:


There are a few problems such as the boss camera has a weird flick to it when it transitions between views but for a couple of weeks work in a subject I don't normally dabble in I was quite pleased. There's plenty more to do but between the members of our group using Unity we should have it under control.

We have also been using Playmaker, an add-on for Unity which you can get from the Unity Store which allows for scripting in a more visual sense, similar to Kismet in UDK.

We have now got until we go back to uni in January to finish the pre-production for this game so the pressure is on but I can't wait to get started on the production.

Here is a WIP of the Centaur:


I still need to do more work on the head, hair ect but I'm pretty pleased with it so far as drawing is not exactly my strong point, but I can see the improvement over last years major project work so that's always motivating.

I also found a digital painting I did over summer which I never got round to finishing because I ran out of time so I might as well post that here too. I attempted to recreate someone else's art work as I saw it as a good way of working outside of my comfort zone and to see how other people have done things.

This is my drawing:


Here is the original made by justaman78 over on DeviantArt. It was produced for the game HAVEN.


Mine is clearly better... what?.. fine their image is much better, but then learning from people better than you is a great way to improve.

I enjoyed learning some new styles during this drawing and I think it has helped prepare me for pre-production and even helped with the above centaur picture, so time well spent I think.




Saturday, 5 May 2012

2 weeks to go....

And only one week of work time left...

Scary thought...

So the deadline is now 13 days away, and about 6 of them days are taken up with my FMX trip to Germany, so realistically I have 7 days left of work left on the project that I feel like I've been working on for years

The project is nearing an end (both in terms of the deadline and the production process) and I feel we've come quite far in the last 13 weeks, but I don't want to mess it up at the end so working hats on for double crunch time

Since the last post I had my feedback for the 1st submittal and while most of my work was not viewable due to an error with the video (most likely my fault during the rendering) I was able to get some really good, in depth feedback on my work, a lot of which was done over Easter which none of the tutors have seen yet. So it was nice to get a fresh view from them and it has opened my eyes to the errors of my work.

The feedback mostly consisted of my models being modelled too perfectly, with too many straight lines and everything looking like it was made in a factory, which is a very good point now I look at it as these are items made by Mongolian warriors and Ogres...

To remedy this I have gone back and edited a few of the models by only shifting around points so that I dont destroy the UV unwraps. This limits me a bit to the changes I can make but it also saves a lot of time, and time is something we don't have much of at this stage.

Here is the reworked campfire and weapon pickup points:




I also edited the UV unwraps and re-textured and viewport canvased it to get rid of the huge horrible seams it had on it.

And I have made the post on which the banner stands less straight, although I could not do too much with this as there were only a few edge loops on that part of the model:



It's a small change but I think it helps.

Another recurring theme in my feedback was that the colours were very flat, they sometimes had lighter and darker areas but they were all the same hue. This is another thing that I never noticed until it was pointed out to me, then it became obvious. So that is the other major change I am going to make over the next couple of weeks.

I have also added some more war paint to the Ogre. I was going to leave the paint as it was so it was more subtle than overpowering but because we can no longer make the teams into Mongolians and Ogres (due to me and Joe not fully understanding how to achieve this while also getting it to load my scripts) we are using the war paint as a team signifier. So Ogres on the red team have red war paint, and Ogres on the blue team have blue war paint.

On the same note the green cloth of the male Mongolian I modelled has now be changed to red and blue respectively. It is not the ideal scenario but as a quick and easy solution at the end of the assignment I think it works quite well.

Overall thought the feedback was good, I was told I had everything finished more or less, so I had nothing too big to worry about from now on, I just need to edit textures and models to make them look better and score extra marks, so that was encouraging to hear. And in terms of scripting and the like, I think I only need to find a way to remove the link gun on spawn and I will have finished messing with it and will leave it so I don't monumentally break everything in the last few days

On a side note, I just compiled my digital sketchbook for my Visual Forms hand it which is not until the 8th (or something near there) but I have had to complete it early as I will be in Germany then. I would have handed it in but the tutors still haven't put up a digital dropbox for them so I have handed them to Jess and she has agreed to submit them for me :)




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.

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