Hello folks, To some extent, I'm finding myself stopping and trying to learn as much as possible about getting a mesh right before moving on with my game project. I had that thread on getting a shoulder right, and I'm wondering something new as I finish things up. I suppose it's not the same with all engines, but I'll be…
Something i noticed after watching the multi player vids at work, the layout of the multi player levels were overly simplistic. Both levels shown were just your standard three choke point maps. I'm hoping that those are the smallest and the most simplistic maps. Good idea baking all the lighting info into the maps. The…
Hey everyone. So I mean is there any way to do this kind of normal map in my example in just one go, one bake, one click? Maybe some magical "translucency" shader tricks? Or some plugins/scripts for max, blender or maya that will automatize the process?
Hey all, Today I've been working on a simple physics based mechanic for a project im working on and have ran into some problems, the aim for the mechanic is to simply provide an inhale & exhale for our player character, for example when the 'inhale' is activated nearby physics based KActors are drawn towards the player,…
The problem is that Level design is now dictated by the memory constraints the graphics team places on the engine and the engine's capability itself. Too many games these days suffer from this issue, where the levels themselves never actually change by direct action of the player, or even change while the player is taking…
It's been a loooooong time! Dev_Ice is no longuer Dev_ice, now its going to be Interactive Landscape. The Ice cube mechanics wont disappear but they wont be the core of the gameplay. Why? Because I dont want a fast gameplay, or to force the player to use precision, plataforming skills or marksmanship skills as do the…
With v-ray you can basically stack a bunch of materials in top of each other, and blend them together with the v-ray Blend material. Can you do something like this with Arnold?
Hard to tell what's wrong based on that one image. Make sure you have a mesh with collision beneath the player and there is no other collision pushing the player through the ground on start. Test-play in a fresh template scene to check whether the issue is related to your level.
Interesting. I think part of the problem is it seems far more obvious in the .gif than when you play. Doing the figure eights probably doesn't help. The camera is tied to the player rotation at the moment. The player leans when turning, thus the camera follows the leans a bit too. The alternative is to have the camera…
You don't need to rewrite the engine, but you'd have absolute hell getting this to work in kismet without a clever trick. Thankfully, so long as we're not talking multiplayer or bot support, if you only want to be able to have floor or ceiling, there is a clever trick you can use - teleportation between two copies of the…