Jump to content

#581
Slastraf

Slastraf
  • Members
  • 322 posts
Modeled some Models for Dead Shore : http://imgur.com/a/tOrXj (notice the bottom 3 screenshots)

#582
DoomSlayer

DoomSlayer
  • Members
  • 124 posts
Trying some stuff :)

Posted Image

#583
DoomSlayer

DoomSlayer
  • Members
  • 124 posts
Now trying to reproduce a HL2 scene.

Posted Image

#584
gamecreator

gamecreator
  • Members
  • 1,886 posts
screen.jpg

#585
gamecreator

gamecreator
  • Members
  • 1,886 posts
For the Winter Tournament I'm going 3D.  I created a simple custom plant (vegetation) for an alien world.

custom.jpg

#586
Evayr

Evayr
  • Members
  • 214 posts
Working on WhiteOut, my entry for the Winter Games!

It's a racing game where you race locally, online and/or against the AI. Still need to do the menu, audio and some more maps... But it's getting there!



wo vroom.jpg

wo winrar.jpg

I'm coming for you, warm Leadwerks hoodie Posted Image

#587
Sakru

Sakru
  • Members
  • 93 posts
Tried to create some simple model with simple animation, only to find out how hard is it when it is 4 legs...
https://sketchfab.com/models/7dfe16a2ffe2482499835bedaef31d58
screenshot0.jpg

Attached Thumbnails

  • 3TDTYb4PI7E.jpg
  • OhCKwpfOpAc.jpg


#588
Sakru

Sakru
  • Members
  • 93 posts
Some zombieeee! ( work in progress )
and DINO ( work in progress )

=)

Attached Thumbnails

  • 6YbBHdu2_7c.jpg
  • rJLp0nxOt-s.jpg
  • mUAMtECHfVg.jpg
  • lCS_2RREieA.jpg
  • -RLYqG64jvk.jpg


#589
Sakru

Sakru
  • Members
  • 93 posts
2 days of work....Hand painted 8k polygons. (UPDATE: 5.6k Triangles after retopo ) Ready for animation.

Attached Thumbnails

  • Image_from_Skype.png
  • Image_from_Skype2.png
  • Image_from_Skype3.png
  • Image_from_Skype4.png
  • Image_from_Skype5.png


#590
Brutile

Brutile
  • Members
  • 293 posts
Dude, that's sick! Can't wait to see those models in a game :D

#591
SGB

SGB
  • Members
  • 197 posts
Playing with car tail lights.

https://www.youtube.com/watch?v=DMi6vfKN9Lo&feature=youtu.be

#592
burgelkat

burgelkat
  • Members
  • 67 posts
Testing Road building blocks (Made with Blender)

Attached Thumbnails

  • Screenshot 2017-01-18 21.52.07.png


#593
sjg

sjg
  • Members
  • 16 posts
Three cheers for educational software :)

https://www.youtube.com/watch?v=7zcYRKBbOAI

From the description:
Working on this idea (which will eventually have recordings of the phases), with the aim of exposing learners of English to an easy-to-understand introduction to the ins and outs of daily conversation. Currently has no sound, the graphics are very bare, and there is only one conversation. Very much a work in progress but I hope to complete it.

#594
sjg

sjg
  • Members
  • 16 posts
As an update on last night's post (or yesterday's, depending where you are), I've worked out a rudimentary system to detect if entities are within speaking distance (and in the correct direction) of each other. I cheated a bit and did it all manually in the above video; there was no checking to see if anyone was in the right place when the in-game conversation was triggered.

You can see today's work in action here: https://youtu.be/Xt1xY_KCpe4

So, my overly complicated solution was to create a custom wrapper for a pivot (which has a shape set to be a trigger), adding a hook to the collision checker. We'll call this "ConTrig", because that's what I called it, plus it differentiates it. Now, each of my "Conversationalist" entities has a main "character" pivot with a shape attached which is used for general physics/movement/etc, but I added this "ConTrig" to each Conversationalist. The "ConTrig"'s pivot entity not only has a box shape attached to it, but the pivot is set to be a child of the main pivot of the Conversationalist. The box shape is offset from the main pivot locally on the Z axis, so it's in front of the main pivot + model. Now, every frame, the collision callback tells me if a "ConTrig" trigger was triggered, and if so... it doesn't just check who the character is. Through 7 layers of black magic, it is reported right back to the Conversationalist that its trigger was triggered. So, in a very roundabout way, whatever entity I create can say to me "I have somebody right front of me", if that happens to be the case, because they have a trigger bolted onto them with a hotline to God.

There's probably a much simpler way to do it. If anyone knows, I'm very keen to find out so I can streamline things.

#595
sjg

sjg
  • Members
  • 16 posts


Solved the last post's question with the help of the forums. Moved on to terrain generation.

As I'm going for an angular, cartoony feel, I decided a reasonable way to generate my terrain (for now) would be to do it procedurally with a ton of brushes and models (for flora) placed at random at runtime. I'm using the default assets at the moment as I've been procrastinating in making my own (apart from the font and the chickenman model), so all the terrain is grass01.

Note the sneaky fade in. I realised that I had no way of finding the heights of the blocks readily, so I bunged a bunch of trees and bushes in the air and let gravity find the heights for me. The fade in disguises not only things falling, but the trees needed to be repositioned on the Y-axis as the roots were showing, so the fade in is long enough to disguise that as well.

#596
gamecreator

gamecreator
  • Members
  • 1,886 posts
Found an old game I was working on in 2015.

Inspired by Bomberman though for some reason I wanted the main character to drill through dirt.

#597
Asragan

Asragan
  • Members
  • 6 posts
boring, making some kind of blood fx. Looks like it was hitted by a sword.



#598
reepblue

reepblue
  • Members
  • 478 posts
Say hello to new set! Higher poly, and way better UV maps than my old models.

Posted Image