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Christian Clavet

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Posts posted by Christian Clavet

  1. Hi, No this is called "Ambient Occlusion". This will make a "shadow" texture where there some parts that are naturally occlude themselves. This is calculated from light coming from all direction as it was coming from the ambient light. I use often a "skylight" in 3DS Max to simulate this.

    Here is a picture so you can see better what is a AO map:
    comp_ao_map2.png
    Some engines are using shaders to try to simulate this: SSAO (screen space ambient occlusion). I don't know if these shaders are available. If not you could bake if from your 3D modeling application.

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  2. Please try also to look at your skinning weights. Something look strange there. There could be an issue on the skin weights on your model.

    If you export the model without any bones and skin it should not do this.

  3. Thanks for the info. I was not aware of this. So the scale distortion would probably come from the first reference frame. If you can do a test, remove all skinning and animation on the model, reset it again and do a test export to see if it maintain the scale. Then if it's ok, continue from there: Apply skinning (don't touch the first frame), the export before making any animation. If it still maintain, continue with the animation. (Keep a safe copy of the skinned model, and reuse it for each animation or animations)

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  4. You can animate the scale of your bones in the animations. Can you check your animation track and see if there are keys in the scale channel?

    I've seen that it's better that you have your reference pose with skinning untouched at the first frame. If you tweak the first frame, you could have a bad reference frame and get bogus values coming in, but that depend on how the importer will treat the data...

    As another note, if you had reset the transformations AFTER doing the skinning and animations could get problematic...

  5. Wow. If this get fixed, with the proper shader, we could also use it for a a river tool by animating the UV texture (from what I see this is only possible by creating a shader for a material).. I'll try to bookmark this thread.

  6. Hi, I've just seen this and I'm a bit late, but there what you could do:
    1. As CrazyCarpet mentionned, you need to apply the proper shaders first and fix the materials (Particulary on this gun that use a lot of transparents materials for the FX)
    2. This is a an animated model, and you need to make it compatible with the FPS Script, by doing this you will not use a lot of the animations that were done but at least make it work.

    I'd recommend that you check this video on youtube that should help:

     

  7. Hi!

    I've just remarked that when the player is killed underwater the "corpse" seem to have some buoyancy and is floating over the water when dead. I have found a way to make the player move up when he is under the water elevation but it not as nice as when it's dead Still experimenting on that...

    Also is there a way to enable a post-FX shader by code so it might look like we are underwater?

    Thanks 

  8. Hi! Is there a method (preferably LUA if possible) to enable/disable some of the post-process shaders that are used in a map. I don't seem to find something that is related to that in documentation.

    I would like to use that so that in the settings menu, I could offer a way to disable/enable "FX's" to keep game performance on lower end hardware...

  9. Hi Josh! Thanks again for looking at this!

    I never tested off the dock. When it first happened, in my old map, the player was getting outside a building (cube box with doors) by opening doors, and the zombies were downhill. On this map, I walked the dock to get to the crawler so I was inside the navmesh perimeter each time. The navmesh was generated with the default values.

    By enabling the collisions on the vegetation layer, it could affect the way the navmesh is processed? (BTW the navmesh was generated with the vegetation layer collision off) If you try the map again, and disable the collisions on the vegetation layer, you will see that there is there is no big update time when the crawler will detect the player.

    EDIT: For the map I've sent you, I moved the 5 NPC so you don't have to walk to far away... On my test with this map, I was in the middle of the island when the first NPC appear...

  10. Hi, Thanks! There is no issue with the player collision with the vegetation. Nothing is slowing down with the player. There is no issue with the NPC UNLESS they switch to CHASE mode.

    With 5 Zombies (Zombie pack) in an map with vegetation. Everything worked fine until they changed their state to CHASE  mode (when they detect the player) then the game felt it stopped and I was seeing 7000ms at the UPDATE time on the debug screen. I waited a couple of seconds and then everything got back to nornal. The zombies and the player were moving normally.

    Disabling the collision on the vegetation layer seemed to fix the problem but the level only contained the terrain and vegetation.

    Here is a screenshot so you can see the UPDATE time going crazy.

    Latency.jpg

  11. Quote

    The "SetInput" command kills FPS.

    I'm sorry Jen. The problem I currently have does not really affect the render loop. This "SetInput" command is not causing the problem actually. It affect the update loop at a very specific moment (switch to chase mode). The results I have is a constant render time, but a sudden bump in update loop time, because of something that is happening from the AI with the collision models.

    I posted a bug report for this specific issue and would like that we stay on the subject. Thanks.

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