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Provisional blog: http://cobaltudk.blogspot.com.es/
Videos: https://www.youtube.com/user/cobaltudk
Facebook: https://www.facebook.com/babylonprojectgame/
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Originally posted by CobaltUDK View PostMore combat gameplay:
A mixture of Tarantino versus Battle Royale??? Looks like decent performance overall too.----------------------------------------------------------------------------------------------------------
What are the BEST Unreal Tutorials / Docs? There are none tbh... Here's why
Instead its better to just take projects apart (see the free 'creators' listed here)
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Originally posted by franktech View PostLooks like decent performance overall too.Check out Himeko Sutori, the upcoming tactical RPG where you control armies of over 100 unique characters.
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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:
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/
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What are the BEST Unreal Tutorials / Docs? There are none tbh... Here's why
Instead its better to just take projects apart (see the free 'creators' listed here)
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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/
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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
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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
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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
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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
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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
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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/
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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
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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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