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Babylon project (provisional name)

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    #31
    winged discs.i wasn't expecting that!

    but then, "nobody expects the Spanish Inquisition"

    https://www.youtube.com/watch?v=7WJXHY2OXGE

    lol.you might be too young to remember this.
    game thread https://forums.unrealengine.com/show...ltons-incident
    old forum thread https://forums.epicgames.com/threads...ies-at-boltons
    my website http://darkarts3d.co.uk/
    my youtube https://www.youtube.com/user/661gaz/videos

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      #32
      Heh, don't remember, probably the spanisht tv didn't show it. But I remember the Benny Hill show


      I wanted to reveal the aliens in a official trailer, but as all are going too slow, didn't want to wait.
      Provisional blog: http://cobaltudk.blogspot.com.es/
      Videos: https://www.youtube.com/user/cobaltudk
      Facebook: https://www.facebook.com/babylonprojectgame/

      Comment


        #33
        superb work as always.

        however long the wait is,i think you have an awfull lot of followers eagerly awaiting the release.

        as for benny hill,i can see him now being chased by a few of your models.and loving it.
        game thread https://forums.unrealengine.com/show...ltons-incident
        old forum thread https://forums.epicgames.com/threads...ies-at-boltons
        my website http://darkarts3d.co.uk/
        my youtube https://www.youtube.com/user/661gaz/videos

        Comment


          #34
          Benny Hill and the Ninja Triplets... interesting.
          Provisional blog: http://cobaltudk.blogspot.com.es/
          Videos: https://www.youtube.com/user/cobaltudk
          Facebook: https://www.facebook.com/babylonprojectgame/

          Comment


            #35
            Originally posted by CobaltUDK View Post
            Chosker, correct.
            Kee, painted inner wear good for modders.

            Here is a cheap camera automatic exposure with practically no performance cost.

            It's based on the Sun angle and the player occlusion.

            The whole screen is brighter depending of these two values, using postproccess Scene_HighLights.

            With this is possible to reduce the global ambient light without having too dark image in the penumbra.

            In the video, exposition are exaggerated, to make the effect more noticeable.

            Hello CobalUDK!
            Do you think you can make a tutorial on how to achieve this camera automatic exposure?

            Comment


              #36
              Originally posted by fonziefernando View Post
              Hello CobalUDK!
              Do you think you can make a tutorial on how to achieve this camera automatic exposure?
              Works by adjusting the "tone high" in the post proccess. Depends on the camera angle respect the Sun.

              Adjusting light component instead is very very slow.

              Here are the code:

              Code:
              exec function AutoExpo(float DeltaTime)
              {
                	local float F,B;
              	local avatar P;
              	local vector V;
              	P = avatar(WorldInfo.GetALocalPlayerController().Pawn);
              	if (P == none) return;
              	F = vsize2D(vector(P.cam_rot) -  vector(sol.rotation));
              	if (F < 1.5) { F = 0.01; }
              		
              	if (F < 1 && !P.FastTrace(P.location - vector(Sol.Rotation)*50000, P.location, , true)) { F = 10; } //collisions
              
              	B = ExpoUsa;
              	F = ToneHigh - (F/(4+B));
              	F = fclamp(F,ToneHigh - (B/10),ToneHigh);
              	ExpoDeseada = Lerp(ExpoDeseada,F,Deltatime);
              	V.X=ExpoDeseada;V.y=ExpoDeseada;V.z=ExpoDeseada; WorldInfo.DefaultPostProcessSettings.Scene_HighLights=V;
              }
              Some variables out the function:

              "cam_rot" is the current camera rotation, stored in the player class (avatar).

              "sol" is the directional light used as Sun.

              "ExpoUsa" is the exposition intesity, from 0 to 3. Set by the user.

              "ToneHigh" is a variable used in user configuration to adjust the scene high lights. The value I'm using is 0.85.


              I'm using this in the gameinfo class, called from the tick event.
              Provisional blog: http://cobaltudk.blogspot.com.es/
              Videos: https://www.youtube.com/user/cobaltudk
              Facebook: https://www.facebook.com/babylonprojectgame/

              Comment


                #37
                Hello Cobal!thanks a lot for your sample function

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                  #38
                  De nada, hombre.

                  Here is a music and voice test:

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

                  Comment


                    #39
                    Originally posted by CobaltUDK View Post
                    Here is a music and voice test:
                    Fan of the music. I know its probably just a placeholder but its atmospheric with a touch of mystery / menace!
                    The UK/Auz accents used here work much better over South Cal. Still avoiding English with Spanish accents?

                    Nice vistas @ about 1:16 min, what's causing the artifacting / noise in the distant city when the camera pans?
                    5 mins in, the camera switches to 1st person (near end of fight). Glitch? (Love games that offer that flexibility).

                    Comment


                      #40
                      Excellent work!!! [MENTION=23635]_[/MENTION]@
                      When do you release your game?

                      Comment


                        #41
                        I like the music, probably will be the final but perhaps with more duration.

                        Libby is english, and Katabelle from USA, as I'm not very good with the english, how do you see to use both (and probably others more) in the game?
                        Male characteres are still using provisional voices in spanish, I hope to have english voices soon.

                        You can switch to first person and third person camera by pressing a button. In the video I switched to look the face of Scully more close.

                        The artifacs in the distant city are the water plane when join the terrain, at the shores. When there are two planes very close, in the distant they flick. I don't know how to fix.

                        Kee, the problem to finish the game is that I can't find 3d artist to help me with the models and maps. Nobody wants to work for royalty, no risks, only wants to work as 8hourday/slaves for big companys.
                        Provisional blog: http://cobaltudk.blogspot.com.es/
                        Videos: https://www.youtube.com/user/cobaltudk
                        Facebook: https://www.facebook.com/babylonprojectgame/

                        Comment


                          #42
                          Have you used 'Depth Fade' material node in UE4?

                          https://docs.unrealengine.com/latest...html#depthfade

                          'Depth Fade' is NOT supported in UE3.^^;;;;
                          But I think that you can convert it for the problem of the water and the shore in your project.
                          You should probably use custom material feature in UE3.

                          Good luck! ^^

                          Comment


                            #43
                            Thanks, but I think it's a problem relative to the polygon order, near works fine, far has this problem. The same problem with BSP.
                            Provisional blog: http://cobaltudk.blogspot.com.es/
                            Videos: https://www.youtube.com/user/cobaltudk
                            Facebook: https://www.facebook.com/babylonprojectgame/

                            Comment


                              #44


                              Since long time I had an error in the directional movement, when the chararcters walks backwards and diagonally.

                              I had to reverse right and left in the directional node when walk backwards and play the animations in reverse.
                              A dot product in the tick to detect the backward movement and send it to the animtree.

                              Now it works properly, but sometimes crosses the legs in a strange way.
                              Provisional blog: http://cobaltudk.blogspot.com.es/
                              Videos: https://www.youtube.com/user/cobaltudk
                              Facebook: https://www.facebook.com/babylonprojectgame/

                              Comment


                                #45


                                This is the "Devil Cat" model from 3Dfoin.com. This video is very very WIP (I got the model 2 or 3 hours ago).

                                This was only a test to see how it looks in the game, but it's using the scripts from the human bots for roaming movement and fight.

                                Still there are no directional movement animations, nor the rag doll is well configurated, nor the foot placement, and they can talk with the player (as human bot).

                                I'm thinking about make a quick time event when the cat attacks, but I don't like QTE very much.
                                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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