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Third Person Shooter Kit - Cover system, Human AI, Paragon characters, QTE & new stuff is coming!

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    #76
    Hey again!

    2 months ago, I bought this one character model from TurboSquid and couldn't get it properly imported into UE4... long story short, I finally managed to get it imported in the UE4 basic Third Person Shooter template where it works pretty nicely.

    Sadly, the imported model had to be 50 x scaled in the character blueprint so it'd actually be correctly sized and work properly.

    So while it works quite smoothly in the most minimal of templates, I can't get it properly imported to the TPS Kit, because scaling the character model in BP_TPPCharacter also scales the guns at the same time. Sadly, reimporting the model 50 x larger doesn't work even in the minimal template, because then the animations won't get imported for the new character model properly at all.

    So I was thinking, is there a quick way for me to have the new character model scaled by 50 x for the BP_TPPCharacter? I have also tried adding all the weapon sockets etc. from the TPS Kit Mannequin into my new character model, but the guns don't appear in their correct places (and 50 x larger, of course) and the message log is bound with (animation related) errors.

    And yes, the new character model uses its own skeleton that has been retargeted to the UE4 Mannequin one.
    . V .
    NEO-TODOA | Deus Ex: Nihilum | TODOA

    Comment


      #77
      Originally posted by hamsterPL View Post
      Well I don't know how to create "3D navmesh" but one guy already did it and share it for free as a plugin. I've downloaded it some time ago and it worked fine
      Check this out

      https://forums.unrealengine.com/show...th-full-source!)

      Hey [MENTION=16530]hamsterPL[/MENTION]
      Thanks for the suggestion. I've already tried the DoN's 3D-Pathfinding some time ago. And sorry for insisting in certain features

      I will get the Kit yet in the marketplace, but I can say everything in TPSK seems very good, beginning with the cover system, action animations and movements, several gameplay features... But anyway I want it =)

      About DoN's 3D-Pathfinding . This is C ++, and the problem with it is, everything needs to be modified using C++.

      DoN's 3D-Pathfinding only uses a source point and a destination point as movement directives, does not is possible to create various waypoints (pathnodes along the spline) to configure idle delay, perimeter patrol, etc by, in each waypoint independently. The best in this system is the ability to avoid obstacles after modifying any geometry at-runtime.

      For flying bot movement ia, I thought about something more cool, simple and more functional:
      Something like the Pathnode system that you have used in Human AI Pathnodes. Shown in your features level gameplay at 9:47: https://youtu.be/dwmSmcjqhxw?t=9m47s ,apllied in anything like Six-DOF_Flying_Pawn BP:
      https://wiki.unrealengine.com/Bluepr..._Pawn_Tutorial

      To avoiding obstacles someone once suggested for me an article about rebuilding navigation at-runtime after modifying geometry with no C++ code. Article: https://forums.unrealengine.com/show...l=1#post132602

      About collecting ammo and items I found something. [MENTION=1001]Daniel Broder[/MENTION] shows a screenshot about BT containing a Needs Ammo Blackboard. This is the Shooter Game Example.
      https://forums.unrealengine.com/show...ull=1#post7187

      (The same thing could works whell using a Needs Weapon more a Weapon Change.)
      lunybunny.com
      lunybunny.com

      Comment


        #78
        Originally posted by FastGamerr View Post
        Hey again!

        2 months ago, I bought this one character model from TurboSquid and couldn't get it properly imported into UE4... long story short, I finally managed to get it imported in the UE4 basic Third Person Shooter template where it works pretty nicely.

        Sadly, the imported model had to be 50 x scaled in the character blueprint so it'd actually be correctly sized and work properly.

        So while it works quite smoothly in the most minimal of templates, I can't get it properly imported to the TPS Kit, because scaling the character model in BP_TPPCharacter also scales the guns at the same time. Sadly, reimporting the model 50 x larger doesn't work even in the minimal template, because then the animations won't get imported for the new character model properly at all.

        So I was thinking, is there a quick way for me to have the new character model scaled by 50 x for the BP_TPPCharacter? I have also tried adding all the weapon sockets etc. from the TPS Kit Mannequin into my new character model, but the guns don't appear in their correct places (and 50 x larger, of course) and the message log is bound with (animation related) errors.

        And yes, the new character model uses its own skeleton that has been retargeted to the UE4 Mannequin one.
        It's weird that your model is 50 downscaled. Did you try to scale this up in 3D editor like Blender or 3Ds max and then import it into engine?
        Game frameworks on Unreal Marketplace:

        Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

        Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

        Support Discord channel: https://discord.gg/6rgv5Tj

        Comment


          #79
          Awesome asset! I have a problem with the elevator though... press "F" gets stuck in a loop in a win build, I'm sure it's something I'm doing wrong!

          Comment


            #80
            Originally posted by hamsterPL View Post
            It's weird that your model is 50 downscaled. Did you try to scale this up in 3D editor like Blender or 3Ds max and then import it into engine?
            Yeah, tried that in Blender (as well as importing it with 50 upscale in Unreal Editor, then exporting that upscaled moder and reimporting it), but the animations wouldn't work that way either. Really odd.

            I guess I'll just put the one that works into a prison cell or something in the game, instead of being the player character. :P

            Anyway, thanks again!
            . V .
            NEO-TODOA | Deus Ex: Nihilum | TODOA

            Comment


              #81
              Originally posted by ffendland View Post
              Awesome asset! I have a problem with the elevator though... press "F" gets stuck in a loop in a win build, I'm sure it's something I'm doing wrong!
              Thank you! Could send me repro steps on side.scroller.shooter@outlook.com so I can try to reproduce and fix it?
              Game frameworks on Unreal Marketplace:

              Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

              Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

              Support Discord channel: https://discord.gg/6rgv5Tj

              Comment


                #82
                Hey [MENTION=16530]hamsterPL[/MENTION]

                How are you? all OK?

                When I started with UDK there was a feature capable of creating a third person camera in the style of the Gears of Wars game simulating head bobbing using matinee and camera shake. As shown in this YouTube video: https://youtu.be/q7M9eQeJvWw .This really should look great.
                I've added this feature once to the third person template connected with the sprinting event. And it sounded really cool... And I honestly think it would look great with your third person shooter kit. What do you think about?
                lunybunny.com
                lunybunny.com

                Comment


                  #83
                  Hi hamsterPL, I'm having an issue with cover that I imagine I've caused myself but can't seem to troubleshoot. Right now when the player is in regular crouch cover after they perform a front aim or peak aim and return to the crouched cover idle state they can no longer move, shoot, enter aiming mode or leave that cover. They can still swap weapons. Do you have a suggestion on where I should begin looking to resolve this?

                  This issue does not occur in standing cover.

                  Comment


                    #84
                    Originally posted by 7ofswords View Post
                    Hi hamsterPL, I'm having an issue with cover that I imagine I've caused myself but can't seem to troubleshoot. Right now when the player is in regular crouch cover after they perform a front aim or peak aim and return to the crouched cover idle state they can no longer move, shoot, enter aiming mode or leave that cover. They can still swap weapons. Do you have a suggestion on where I should begin looking to resolve this?

                    This issue does not occur in standing cover.
                    Hard to say what's wrong. What did you changed? I'm guessing you could delete some anim notify from animation, so logic won't trigger. If you find repro steps, please send them here side.scroller.shooter@outlook.com


                    Originally posted by lunyBunny View Post
                    Hey [MENTION=16530]hamsterPL[/MENTION]

                    How are you? all OK?

                    When I started with UDK there was a feature capable of creating a third person camera in the style of the Gears of Wars game simulating head bobbing using matinee and camera shake. As shown in this YouTube video: https://youtu.be/q7M9eQeJvWw .This really should look great.
                    I've added this feature once to the third person template connected with the sprinting event. And it sounded really cool... And I honestly think it would look great with your third person shooter kit. What do you think about?
                    There is camera shake for sprinting already. You can see it here https://youtu.be/dwmSmcjqhxw?t=17s Look for camera shake BP in assets. You can tweak it there.
                    Game frameworks on Unreal Marketplace:

                    Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

                    Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

                    Support Discord channel: https://discord.gg/6rgv5Tj

                    Comment


                      #85
                      Can it make the player have a gun on one hand and powers on the other hand, like Dishonored or Bioshock?

                      Comment


                        #86
                        Originally posted by hamsterPL View Post

                        ...

                        There is camera shake for sprinting already. You can see it here https://youtu.be/dwmSmcjqhxw?t=17s Look for camera shake BP in assets. You can tweak it there.

                        I saw it in the video! It`s really a very cool effect. And you thought about everything. I think I look a little silly giving suggestions about things that already exist in the kit.

                        And about the possibility of ai enemies switching weapons during the game (Secondary weapons, two, three or more different weapon types). Is this possible? Taking into account factors such as weapon power, human player distance and ammo remaining. I want it [MENTION=16530]hamsterPL[/MENTION]!
                        lunybunny.com
                        lunybunny.com

                        Comment


                          #87
                          Originally posted by Manish Barik View Post
                          Can it make the player have a gun on one hand and powers on the other hand, like Dishonored or Bioshock?
                          I think so. You need to change binding for aiming - insted of aiming "cast a power" logic for example.



                          Originally posted by lunyBunny View Post
                          I saw it in the video! It`s really a very cool effect. And you thought about everything. I think I look a little silly giving suggestions about things that already exist in the kit.

                          And about the possibility of ai enemies switching weapons during the game (Secondary weapons, two, three or more different weapon types). Is this possible? Taking into account factors such as weapon power, human player distance and ammo remaining. I want it [MENTION=16530]hamsterPL[/MENTION]!
                          As for weapon power, distance and so on, you would have to add this logic, but as for just switching weapon, you can just copy logic from player.
                          Game frameworks on Unreal Marketplace:

                          Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

                          Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

                          Support Discord channel: https://discord.gg/6rgv5Tj

                          Comment


                            #88
                            Great Kit worth the money for all the tools you get and can learn from.

                            Comment


                              #89
                              Originally posted by DIEabolicalD View Post
                              Great Kit worth the money for all the tools you get and can learn from.
                              Thank you!
                              Game frameworks on Unreal Marketplace:

                              Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

                              Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

                              Support Discord channel: https://discord.gg/6rgv5Tj

                              Comment


                                #90
                                Just bought it and my first question is, how do I open your project in UE4 4.16?

                                Comment

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