![]() I also have been updating the fps arm model to bring it line with the other character changes. We noticed that just lowering the head a little and applying a normal map makes him look a bit more jacked, which we don’t mind. I went through and modified some of the previously made clothes to better fit the new body shape, and they seemed to come across pretty well. This involved a little bit of back and forth with Tom, especially in regards to having the player character display as close as it can to what it does in game ( which it now does ). This past week I was focusing on nailing the workflow of getting mesh’s skinned in maya, exported, and viewable in Toms new Vis Scene. Adding in a little more geo in these areas by simply adding a bevel on the offending edge of the low poly mesh will usually fix this, but you must be careful not to start beveling edges everywhere and blow out your poly budget. Any part of geo with an angle over 90 degrees will generally cause a normal baking disaster. This is especially true when it comes to more complex shapes. Vehicles have high polycounts so this takes a bit of time, especially when baking normal maps, as you can never be 100% sure that they will come out right the first time you bake them. The next step is to UV map the low poly and then bake out the normals maps so that texturing can begin. These are the types of damage that affect the silhouette of the model, and so are also present in the low poly mesh. If you look at the image I have added, you can see some damage has been added already. All the high poly versions of the wheels, fairings and chassis are done now, the next step is to add some damage to these by carving into them. ![]() This bike is starting to shape up nicely. We can’t wait to get your hands on it, hopefully I can make that not too far away! That said, ItemV2 has become more like Hurtworld V2 as almost all elements of the game have been improved… a lot. There is plenty of time for more features, in future releases, I see now we still need to make compromises in the short term if we want to finish anything. ![]() We are still working harder than ever, but we really need to start focusing on pushing this release cycle out the door and stop trying to cram every feature we ever wanted into the game. I see now how easy it is to get caught up in trying to make everything perfect once the pressure of going bankrupt in the next week is taken off the table. I always thought that the reason games that have some initial success slow down after the early access launch was due to a lack of motivation / cashgrabery. I wanted to take the time necessary to make sure we deliver some really game changing stuff with the upcoming update, however I am starting to see some patterns emerge that I see in other games that never get finished. Now I am through most of the serious upgrades I need to do, I am switching gears into delivery mode. Upgrade loot table system to generate weapon attachments / procedural stats New tooltip system that supports itemv2 state Things that need to be implemented before we can go live: Those wondering what the ItemV2 ETA is, we are still a couple months off. Once again, I should be able to get to recoil this week. This video also shows the improved third person aiming system, notice the arrow is now accurate regardless of perspective. Lastly we have the completely unrestricted Roach back seat that allows crouching / standing and 360 degree freedom. (FPS animator needs some touchups so it doesn’t look weird in side angles, not a big issue though. Useful when crossing a valley in sprint and checking your surroundings. Next we have a new headlook feature, similar to the arma engine allowing you to look around on a limited swivel while running / aiming in specific direction. We still need to implement animations pivoting from the hip while pinned to a seat, but that’s the easy part. Now the view can be clamped inside the vehicles and is calculated serverside also, we can do firing from vehicle seats! In reality the driver won’t be able to shoot, but this was easier to record. I’ve put the final touches on the new camera system which was one of the last truly ugly systems in the engine. Finally making it through the woods of engine upgrades and starting to see some new features creeping into the game. ![]()
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