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Babylon project (provisional name)

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    Question. This last screenshot, are you using Gaussian blur kernel with fog? Has it been used to help with LOD transitions?

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      DOF is SimpleDOF, and I using one exponential fog on the map.

      I'm using an direct light, an ambient light with different values for top and down, another direct light opposite to the sun, and two ambient occlusion nodes. I use different LUTs too. So with that you have 9999999999999999999999999999999999999999999999999999999999 (+ or -) posible combinations, and with some time, you can find good values.
      Provisional blog: http://cobaltudk.blogspot.com.es/
      Videos: https://www.youtube.com/user/cobaltudk
      Facebook: https://www.facebook.com/babylonprojectgame/

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        Ah now I get it. I was thinking why the backgrounds screenshots look different in your posts.

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          Day/night cycle changes lights, sky texture/colors, and the fog. Rain change parameters too.
          Provisional blog: http://cobaltudk.blogspot.com.es/
          Videos: https://www.youtube.com/user/cobaltudk
          Facebook: https://www.facebook.com/babylonprojectgame/

          Comment


            Armor VS no armor



            Fight between armored and unarmored bots. Normally armored ones wins.

            The bots are equal in fighting ability and health, they are using the same weapons, and the only different one is the big guy who has the most strength and health (but no armor).

            Now each cloth piece has a protective value (nothing, leather, metal, etc.). The body is divided into 28 zones where, on impact, damage is applied according to the armor value.

            New damage and getting up animations have been added. So ragdoll is used less often, only when hits are very strong, or are repeated, or die.

            There are some bugs, animation that are truncated, root motion that are deactivated, etc. The next thing to do is to fix these bugs and add fatality animations.
            Last edited by CobaltUDK; 04-25-2019, 04:54 PM.
            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
              Day/night cycle changes lights, sky texture/colors, and the fog. Rain change parameters too.
              With that, you have a more complex aesthetic than 99% games I've been playing ^^
              I didn't notice any difference in the rain, nights and days on Ghost Recon Wildlands, for example. I barely noticed any difference for atmosphere changes in Red Dead Redemption 2 XD

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                The body is divided into 28 areas!!!!!!! @_@
                The trimming feature is very impressive. It is really cool work.

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                  will you implement arenas?
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                    WOW man, this is simply amazing!!!
                    UDKUltimate Engine, Create, Play and Share on PC, PS3 and Xbox360:
                    https://sites.google.com/view/udkultimate/

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                      I was actually cheering for the hulk guy, but he let me down

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                        Thanks

                        Keehoon, yes, many zones are double, front and back. I would need to add a few more, but I think with 28 the thing is balanced.

                        Neongho, I thought that some time ago, to publish the unfinished game. I did some functions that are seen in this video, so the bots can choose another bot near. It also works with factions.
                        I'll probably include a coliseum on the map with these mechanics, so the player can earn some money to buy better weapons & armor.

                        Since I'm changing "takedamage" to add armor functions, I've made a small change in the way weapons impact the body.

                        With the old system:
                        - The weapon (or projectile) hits the cylinder.
                        - Then a tracecomponent is done from the point of impact (on the cylinder), following the direction of the weapon, finds the bone.
                        - If no bone is found, use findclosestbone.
                        - It ALWAYS returns a bone.

                        The problem with this is that sometimes you see clearly that the weapon doesn't hit anything, but there is impact. When the bot is on the ground and the weapon passes over it, or when an arrow passes over the shoulder and the result is an impact in the head.

                        The new system:
                        - The weapon (or projectile) hits the cylinder.
                        - Then a tracecomponent is done from the point of impact (on the cylinder), following the direction of the weapon, finds the bone.
                        - If no bone is found, there is no impact, and the weapon cotinues moving.

                        This is much more accurate, but the problem now is that it is more difficult to impact, and it can be frustrating as attacks can pass close but not hit any bone.


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

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                          Tried to make a small village with some houses grouped together with a large central courtyard.

                          More images here: https://cobaltudk.blogspot.com/2019/06/village.html

                          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



                            Wow! The scenery is wonderful! ^^
                            If you use the assets of your game, I think you can make a good game similar to 'Simcity'. Nowadays, AI is popular, so simulation game is more popular than RPG. How do you think about developing your project as a simulation game?

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                              Thanks Keehoon, I think I need days of 40 hours to do that
                              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
                                Thanks Keehoon, I think I need days of 40 hours to do that
                                I think your comment is not a joke because there are many assets that you have made for a long time. ^^ ;;;;

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