The turn animations may seem not very important, but they add a lot of realism to the characters.
Perhaps it's something related to the uncanny valley.
I did some modifications to the foliage script. There was two problems with it, the foliage was random and the spawned ring can produce framerate hitches if the number of instances are high (for example with the grass).
Whit the modifications, the ring are distributed along several ticks, depending of the number of instances, the pawn velocity and the delta time. So instead spawn 100 instances at the same time, 5 or 6 are spawned every tick. Works fine with the normal pawn velocity, or when moving faster in a horse. But when the pawn is flying the speed is too high and some rings, grass overall, can be overpassed.
To solve the random, I use a "magic" number depending of the spawn position. Basically is X/Y, then I took the decimal part and reverse the numbers, to get a 0 to 9999 "random" number, but always the same for the same position. Then I use that number to apply variation to the foliage, scale, rotation, and archetype.
Why? The purpose of the script is to have only a limited number of trees around the player, so the terrain size is irrelevant.
I have a problem with the non-random way, seems that the ring sometimes are not very precise and "jump" some positions. I'm using a cuadricle for all, to determine the spawn place and the ring center, but seems when the player moves, some places between rings are no covered, depending of the movement direcction.
I have to revise all to see if there are any bug, if not I think I will test with a square instead a circle, wich is less efficient (more instances and more distance to remove them).
by not working so well I mean getting the right numbers so pop up isn't so obvious.the factory map is pretty enclosed,the new sea map is huge and wide open.islands on the horizon where you should at least see the bigger trees.
it all works,i just have to find the right balance.
also,i have modified the original scripts to handle four physmats,which I believe is the maximum for a landscape material.it all looks good above sea level but I have no spare physmats for below and therefore am getting trees and shrubs underwater.
im looking at some kind of height check because the sea level is always constant.
I'm using one actor per foliage type, one for grass, one for near trees, one for far trees, one for rocks, etc. Each one has parameters different, radious, max inclination, max lod, etc... I think is more practical in this way.
This door is a static actor, until the player or some bots touch it. Then the actor becomes dynamic and rotates in the direction the character is pushing.
Can be configured with several parameters, force, limits, locked, and can use any staticmesh.
Left to do: - Sounds - Lock - Some animations for the character to push
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