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Babylon project (provisional name)

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    More combat gameplay:

    Provisional blog: http://cobaltudk.blogspot.com.es/
    Videos: https://www.youtube.com/user/cobaltudk
    Facebook: https://www.facebook.com/babylonprojectgame/

    Comment


      Originally posted by CobaltUDK View Post
      More combat gameplay:
      Nice touch with the non-linear storytelling! But I fear you're harboring violent tendencies.
      A mixture of Tarantino versus Battle Royale??? Looks like decent performance overall too.

      Comment


        Originally posted by franktech View Post
        Looks like decent performance overall too.
        Yeah, with 100 bots? What's your FPS count and what kind of hardware are you running that on? It's pretty impressive that you're able to make UDK do that.
        Check out Himeko Sutori, the upcoming tactical RPG where you control armies of over 100 unique characters.

        Comment


          I have a fast machine, I think. It's a 4790K with a GTX970, and the FPS are consistent to 60, but depending of the number of ragdolls (pawns dead) can be lower.

          There are a way to not use ragdolls when the pawns are far, using an animation instead, but not used in this video.

          Here some stats screenshots:

          Click image for larger version

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          The video is recorded at 30 fps.


          The soldier pawn is a little diferent to others, it's a unique module and are using a unique material to save drawcalls. There are no RB bones what are a performance killer, and the polycount is about 10000 triangles.

          LODs are provisionaly the generated by UDK, but I think that doing them manually can achieve better result. I will do when the model will be finished.
          Last edited by CobaltUDK; 02-26-2017, 05:10 AM.
          Provisional blog: http://cobaltudk.blogspot.com.es/
          Videos: https://www.youtube.com/user/cobaltudk
          Facebook: https://www.facebook.com/babylonprojectgame/

          Comment


            Originally posted by CobaltUDK View Post
            I have a fast machine, I think. It's a 4790K with a GTX970, and the FPS are consistent to 60, but depending of the number of ragdolls (pawns dead) can be lower.
            Now you just need to scale it all up to this...

            Comment


              Yeah, that's impressive. The autor said in facebook that the bots are static meshes when they are far. He baked the animations to individual static meshes sequences to have "animation" without rigging. But 30.000 or more are a lot of moving static meshes. That engine seems very fast with the script part.
              Provisional blog: http://cobaltudk.blogspot.com.es/
              Videos: https://www.youtube.com/user/cobaltudk
              Facebook: https://www.facebook.com/babylonprojectgame/

              Comment


                Finished the modularization of the soldier armor. Some examples of combinations with others clothes modules. Textures unfinished.

                Click image for larger version

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                Provisional blog: http://cobaltudk.blogspot.com.es/
                Videos: https://www.youtube.com/user/cobaltudk
                Facebook: https://www.facebook.com/babylonprojectgame/

                Comment


                  looks good but...
                  oh... the bikini armor...
                  Follow me on Twitter!
                  Developer of Elium - Prison Escape

                  Comment


                    Bow gameplay (sorry Chosker, no bikini armor this time)

                    Provisional blog: http://cobaltudk.blogspot.com.es/
                    Videos: https://www.youtube.com/user/cobaltudk
                    Facebook: https://www.facebook.com/babylonprojectgame/

                    Comment


                      Alien weapons

                      Today I worked on some alien weapons:



                      Provisional blog: http://cobaltudk.blogspot.com.es/
                      Videos: https://www.youtube.com/user/cobaltudk
                      Facebook: https://www.facebook.com/babylonprojectgame/

                      Comment


                        Weapon test:

                        Provisional blog: http://cobaltudk.blogspot.com.es/
                        Videos: https://www.youtube.com/user/cobaltudk
                        Facebook: https://www.facebook.com/babylonprojectgame/

                        Comment


                          FANTASTIC MAN!!!!!!!!

                          Please tell me how in Unreal Script we can have the enemy to play a custom animation whenever shot by a specific weapon? In the above example, the shock animation.

                          I know I need to create a custom animation node in the character animation tree, but how can I "trigger" the animation for a specific weapon? Is in the Damage Class of the weapon?

                          Please tell me man!!! I beg you

                          Comment


                            Weapons aren't using the UDK scripts, was made from 0. Each weapon has a variable with flags, so if the flag contais "E", then plays the sock animation, called from the takedamage event.

                            Perhaps is more hard at the beginning, but after that is much better to write your own weapon code.
                            Provisional blog: http://cobaltudk.blogspot.com.es/
                            Videos: https://www.youtube.com/user/cobaltudk
                            Facebook: https://www.facebook.com/babylonprojectgame/

                            Comment


                              I'm changing the turn-in-place based on animtree by root motion animations. Here are a test:

                              Provisional blog: http://cobaltudk.blogspot.com.es/
                              Videos: https://www.youtube.com/user/cobaltudk
                              Facebook: https://www.facebook.com/babylonprojectgame/

                              Comment


                                It's coming together, Cobalk. My 'turn in place' is about 4 frames. The character raises his feet so it adds a little realism to turning. However you've made 'turn in place' a fine art. I thought I'd leave mine with his 4frames, but I might think harder now. Thanks for sharing.

                                [MENTION=287012]udkultimate[/MENTION] quick reply to your question (this isn't my thread - please start another thread if you have more questions so we don't mess up Cobalt's great thread here) Call your pawn when your weapon fires. It's as easy as: NameOfYourPawn(Owner).PlayAnAnim(); (there are of course sever var required)
                                Code:
                                In your Pawn:
                                simulated function PlayAnAnim()
                                {
                                	if( TopHalfAnimSlot != None )
                                	TopHalfAnimSlot.PlayCustomAnim('TheNameOfTheAnimToPlay', 0.7, 0.3, 0.3, false, true);
                                }
                                @Snipe34 Please try to stay focused. TKBS

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