Well I added in some basic state AI, so AI can be assigned multiple teams and will attack opposing teams from an array. Currently has three states of AI, Safe -> Caution -> Engaged. Implemented personal "sound system" so if a gunshot is fired nearby, AI will move towards the shot location if not currently already engaging…
Casino games is an option. Creating 3D graphics and animations for touch screen reel-based cabinets and such like. That was my first proper 3D job, did it for about 4 and a half years. Negative side is that it's gambling, and quite a fickle industry with not very many modern or forward thinking companies. Everyone copies…
Yes that's possible, and that's what I've already done. At first I thought that sine/cosine appraoch described in the linked article is a different method but in fact it's just a derivative for the special case of waves moving along a single axis only? Thanks for the help and the code sample. Forward differencing is a term…
Also naming the software in your thread title is helpful. Sometimes old selections can sneak into what Maya's Cleanup shows you, very annoying. Personally, I go through each component type and clear the selections before running it on particularly problematic polygons. Also clear your construction history before running it…
Mostly coder, but i try to learn other arts too. Since i'm a FPS freak having a few FPS-like engines almost made (but none finished :-P), all my model work is made to be used there. Skipping the extra blahblah that comes into my mind right now, i decided to make a small one-handed shotgun-like gun, similar to the one used…
im working on a big environment that has one building that’s unique. Meaning it won’t be used again throughout the game. What’s the best way to go about this? Should I make it one big mesh and split it into sections for lightmap purposes? The building is pretty big, with a lot of unique pieces that can’t really be modular…
It's almost always a better idea to apply a separate material to the transparent bits. If you don't split it, the opaque bits of the material are still alpha blended so you're paying for transparency on pixels that don't need it. The calculations still need to be done regardless of opacity (I assume this is blended rather…
Hi Hugh, appreciate the lengthy reply. Regarding your navigability criticism, it's in place of course. As the scenes are actual 3D spaces with pretty correct depth of objects/colliders, but we have an orthographic cam view, it creates a navigation problem. There is a mini-map implemented in one of the setting 1 scenes…
F_X in some points you are total wrong the 95% of my patterns are new , only elements like snow covering etc are the same , the initial patterns are all new , and I did that since I believe that somene could say something . As I said I'm making skins from COH1 , all my references DB goes back before COH1 , some elements…
This looks like a fun project and the progress so far is promising. Very nitpicky, so feel free to ignore: I think some of the cracks on the face are a bit random. They go in all directions rather than following some internal structure or weak points, and some of the widest, most open parts are in flat or depressed areas…