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UPDATE: April 29th, 2007, Mini-MOD major anouncment!....
Posted: Apr 29 2007, 02:45 AM
Group: ANGEL SO-10 General
Member No.: 1
Joined: 3-July 05
AS SEEN ON The S.T.U.D MOD - MAJOR MINI-MOD UPDATE!!!
After hours and Hours of Coding and A bit of Maya work.... I have fruit... Well a product of my labor that is...
Zombies now Work spooky realisticly... they don't move as fast as their orighinal code made them move. the Map Generates and saves to a Current session configuration i can hope back and forth between two sections and the over all lay out of the town stays the same untill i end the session and start it again.
The Shot gun actully works now... while not perfectly it does just what i tell it to. Left Mouse button.... BANG!... then nothing happens... Right Mouse Button, CLICK-CLACK, a shell is jacked into the reciver and loaded for bear... if i Right again it spends the unused shell just like i wanted to and for about 10 seconds that unspent shell stays on the ground and hopes that you pick it back up.
Like the shot gun, I got the MP5A4 weapon to work as well it has a special Secondary fire. unlike Half-Life where the MP5 has a grenade launcher, the gun i choose was a tactical lite on the bottom of teh forward grip. this flashlite actully works via a dynamic lite (A light that can move and cast light as opposed to static light that can not move and only need to calulate it's rad and shadows once.) this light can besude to put some, well, light into areas that are way to dark to see inside of.
Weapons no longer hover in air and spin around their centeral pivot anymore. then now are Physics driven and will fall to the ground or any level surface according to the laws of gravity. This does not mean that i have to let the weapon fall like this... i can turn physic off on these object to plac then on racks or in lockers if i want. if the player drops or throws the weapon, then it will fall to the ground and try and rest on it if it can.
Zombies have no real health anymore. while actully they do the default is only 1 point of health. but the only lagitimate killing blow is to the head. any where else the zombie bleands out and if damamged enough eighter the limb it self will go ragdoll or totally come off the zombie. Ragdoll it just flops around and is no longer usable by the AI. AI will always try to get to target, no matter what, if it loses target it will try seeking it and/or find a new target. this is untill it's dead and respawns a new Zombie.
Zombie that are killed leave a body. there is a profomance value that the player can set, the higher teh number the more body that can be in level at any given time increases. the default is 20 killed bodies. every time you kill a zombie the oldest dead zombie body totally vanishes as the newest one is added to the ground. that way the disolve issue is solved with a desired ammount of bodies in the world space. if the bodie sit there for longer then 5 minutes they too will vanish however so as to clean them selves up if the player decided not to move.
Players no longer start with the same equipment, and the level designer can specify the start up equipment or it's defaulted to the equipment the player has on them at the map start.
In Mini MOD (ZOMBIES!!!) the player can only hold one weapon. they are randomly given a baseball bat, golf club, tire iron, pool que, or a meat claver as their start up weapon, or respawn weapon.
the Front End GUI's are competed but lacking professional looking Title Images or fancy Layout graphics as for yet. but their laied out the way i want them.
Zombies track by hearing and by line for sight now. meaning they don't jsut know where you are at all times. if they arnt alerted they stay near te Center of teh Zone they are closet to when they spawn or lose track of the player/target.
Zombies can be distracted by noises and go to investigate them when they ehar them. if nothing found they will sit there stupidly for a few moment then ignore it.
Ripped off the Reloading weapon code from the Tutorial on the Unreal Modifacation Information Wiki so that I can make it a bit more realistic. it still not the way i want it for the STUD MOD but it great for the "TCI-ZOMBIES!!!" Mini-mod
Also made me a Ragdoll Rope for later use in the STUD mod for repelling. Got me a good start for this and made a few realistic Looking powerlines much like Source SDK allowed Modders to do. I told it where to ankor down to with a hinge and then how long it was in feet. then told the other end where to attach to, make a power line alright and it actully looked nice... each section of roap is 1 foot long. it attaches it self foot by foot end to end. Still the player can not actully use this but the therory so far looks plausable and so I'll go one with that.
Maya up a few props, mostly little junk things like phones and bits of trach and foot tiems. forced them to be physics items and put them in level. made a Breeze actor in The base level and made the trash be effected by the breeze imput. watched papers and junk schoot around the street and side walks and run them selves into building and stop.
Oh yeah made the Building code work too, the map now chooses what building it wants to place on the tile based on what the street configuration has spawned on that area then reflecting the rotation of the Title it places the building on top and makes the apporiat link up. if it a special building/area of the town. the inside and entry trigger is spawned at the right spot so that it can send the player to the right interior zone of the map. also the Inside can see the outside through the window and Vice versa based on camera's and display materials so that the player get the illusion of not actully moving all that far. when really their in a totally seprate part of the map.
made the Level Start up with an inhouse level Cinematic to hide the fact the whole town is initialiing. it a news reported reading the blate braking news, and when this is done the level should be totally built so the ccinematics should take you to the town square and roates around the starting zones doing a 360 pan around showing down the streets and all the players standing around the town square statue...
Almsot ready to package it all up. finalize the first public Beta of the "TCI-ZOMBIES!!!" single maped Mini-Mod. for download to anyone who want to give it a try and test co-op funtions of the level. the function should work fine i tested it already but you never know till you beta it.
If this works then STUD being both Singel and multiplayer at release is a very strong possability...
Lets see... Started working with the impoersonator Package i downloaded and with a few fiacial Joint configurations and a little rethinking how my game characters are going to have to be built, half-Life 2 (SOURCE) like Facial Expressionas and exspresive Dialog is 100% possable. at the same quality Source was. the problem is i will have to make sure I use the same Facial Rig for every speacking character in the game.
I plan on a 75 points of facial animation sort of rig to get extreamly life like facial expressions and almost 100% accurate lip/Jaw/face animation blend while talking and making diffent mood facials expressions while talking. I've tested this, note teh Mini-Mods intor used this tool to animate the New reporter model i made and rigged. not that i've built teh rig the tool knows what to do with it. When constructing dialog the tool interpets the Sound file, then animates the rig which inturn animates the face the rig is attached to, and finally it saves out the final resulting animation and allows it to be saved. when finalized the resulting animation is saved and a new bit of code is added to the list. and compiled. when it come time to use the facial animation script, you link it up to the model with the same Facial rig and give it a trigger to make the sound and animation fire off at teh same time and synce them togather so tha the lips move with the sound and thus walla, Krow's Voice is giving a news report via the news caster mesh and the Frantic, paniced facial Expression is blended with the Speach.
Body and face are seprate animated the body to wave arms around a bit unprofessionally, it looks sloppy and a bit choppy but I'm refining that. the head stays attached to the body so the blend of the body animation and the Facial all link up and look like it was all animated at once. It's actully pretty cool and after the Whole rigging issue is alot easier and alot less picky then Source SDK's Face poser. Just as powerful though.
heres the catch... I have an evaluation copy of the Tool, if i want to use it longer then they a few scenes in game I'll have to shell out 250 bucks for a licensed copy of it. Still small price to pay for a game platform i fell is more native to me then Source SDK...
Ok yeah I think that about sums it all up. I'll be running clean up on all of thes and hope to have a link to the Mini-MOD in the next week or so.... Anyone who want to try this out, will have to go out and buy yourself a copy of Unreal Torunament 2004. if you don't have the money for it, or you just don't think you can run it, chances are you wrong on the system specs issue, but i highly recomend that you save up for it.
and for those that are about to grip at me about how they would rather have it on XBOX/Playstation/Wii/Nintendo64/Ect... I'm building it for the computer... it's a mod... It will only play on the system and game native to the original designers platform. Sorry, but i can not affort the $250,000.00 - $500,000.00 to buy a Game engine Licens that will allow me to ship/distribue a full game with out the base game it self. Maybe some day, but right now... no...
One last note... I need someone what great with Photoshop or GIMP to help me with textures. I'm great with Maya/Blender with the models and thus really good with levels desing and layout... especially with Unreal Engine based games, but i suck at Textures and 2D assests... Please keep your ears open and eyes wide for anyone that shows talent with Photoshop enough to make textures from nothing but a white image or with photo's they take with a digital camera.
I really need some help but not ready to all out ask for it from teh general MOD community just yet. if you find some one or know of someone., Let me know, or ask them to contact me at my email addy...
Ok that was my day...
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