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Messages - Smoke39

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81
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.55
« on: November 11, 2017, 01:46:24 AM »
Thanks.  It's actually an ammo counter.

82
I hadn't thought to just set a timer for some reason.  Durr.  Sight and sound might be interesting to mess with sometime, but I think for my current purposes considering an enemy idle 12 seconds after the last time AIF_ATTACKING or AIF_RUNNING was set is sufficient.

For the sake of documentation, since you mentioned a few, are there any other flags that aren't enumerated in the scripting engine that you're aware of?

Thanks for the insight. :)

83
Turok Dinosaur Hunter Modding/Mapping / Determining when an enemy is idle
« on: November 09, 2017, 09:42:14 PM »
Been trying to come up with a way to determine when an enemy is just standing or wandering around.  I tried using kActor::GetTarget(), but it seems to get set to the player once you're within a certain range, even before they notice you.  It's also non-null even before that. (edit: this was an error in my testing)

kAI::AIFlags() or the enemy's animation can check for running and attacking, but standing, turning, and walking are all used both in and out of combat.

Any ideas?

84
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.55
« on: November 09, 2017, 09:19:36 PM »
Been working on a scope for the pulse rifle:



Functionally it's the same as beam mode, but with a focused ball of energy with no trail.

Also got damage flash working when scoped.  Things are starting to come together.

85
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.55
« on: November 06, 2017, 02:12:51 AM »
Fuck my life, was looking forward to seeing it in action too.

I'm not planning to scrap it.  Like I said, the issue with the particle-based method is barely noticeable as long as I stick to mostly opaque elements, so I've been working around that limitation.

After messing with various ammo type and charge indicators, I've arrived at a charge bar that appears block by block when charging, and the appearance of "TEK" in the corner when tek arrows are equipped (no text otherwise).  I have one other idea to try for indicating when tek arrows are loaded, but I'm feeling pretty good about this version.  https://imgur.com/a/ilhhE

Next I needa come up with a way to indicate when the player's taking damage, since the normal screen flashes don't appear during the faux cutscene used to change the FOV.

86
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.55
« on: November 01, 2017, 08:01:22 PM »
Realized I was accidentally spawning 2 scopes (implemented as particles) per frame instead of 1 (forgot to account for OnTick() getting called twice per tick for weapons).  Turns out doubling up on particles had been obscuring an issue where firing an arrow would eat one of the scope particles for a frame (the redundant particle was covering for the missing one).  This wasn't very noticeable with mostly opaque scope elements (only the filtered edges would flicker slightly), but once I started adding translucent bits it resulted in a really visible jump in opacity when firing.

So I decided to try using a model instead of a particle for the scope.  It took a while to get alpha blending to work, but after fiddling with material properties for a while I thought I finally had it working properly.

Then this happened: https://imgur.com/a/K0s0z

I hate everything.

87
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.55
« on: October 31, 2017, 02:34:26 AM »
Been working on a reticle for the tek bow scope: https://imgur.com/a/CJYaW

88
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.55
« on: October 16, 2017, 05:34:03 PM »
Already had a modified pulse rifle select anim, and didn't really like the other two.  Sorry.

89
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.55
« on: October 15, 2017, 05:22:35 PM »
New version is up with some bug fixes and visual improvements.  The most interesting are probably the bow and bullet casings.

New and update screenshots:
Dragon's Breath & Touched Up Auto Shotgun
Bow w/ Normal Arrows
Bow w/ Tek Arrows
Minigun Smoke, Tracer, & New Bullet Casings

Took down the 1.6 previews for now since 1.55 broke compatibility.  If you didn't get a chance to try out the bow scope and AR GL and still want to, le'me know and I'll see about putting together some new packages.

90
I'm curious though, do you have some kind of process for doing this? I'm totally willing to go through a lot of bullshit to get the nodes working, cause I had a lot of other guns I wanted to animate properly.

I implemented kaisers model format notes as C++ data structures.  They can load and save models, and I've been gradually adding some general-purpose functions, but for model-specific changes I write a dedicated function and recompile the program.  Not terribly efficient, but it hasn't been bad enough yet to drive me to research GUI libraries. :b

Can fireseed import skeletal meshes properly?  Converting from T2 to T1 is pretty generic functionality.  I could maybe put together a reasonably user-friendly T2->T1 command line tool.

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