My Modern Battlezone Pet-Project...

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Re: My Modern Battlezone Pet-Project...

Postby Red Devil » Tue Oct 20, 2015 11:08 pm

i'm pretty darn impressed by your work, TJ; keep up the good work.
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Re: My Modern Battlezone Pet-Project...

Postby TheJamsh » Wed Oct 21, 2015 11:46 pm

Thanks RD and gang :) Doing a big re-write atm for some of the GameObject stuff which is going to take a month or so minimum - all necessary evils to improve the pilots / character elements though!
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Re: My Modern Battlezone Pet-Project...

Postby TheJamsh » Sun Nov 22, 2015 3:49 pm

Image
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Re: My Modern Battlezone Pet-Project...

Postby General BlackDragon » Sun Nov 22, 2015 4:31 pm

does it morph?
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Re: My Modern Battlezone Pet-Project...

Postby Red Devil » Sun Nov 22, 2015 7:01 pm

gorgeous, tj 8-)
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Re: My Modern Battlezone Pet-Project...

Postby jack775544 » Sun Nov 22, 2015 10:33 pm

Sexy rating +1
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Re: My Modern Battlezone Pet-Project...

Postby Red Devil » Sun Nov 22, 2015 10:53 pm

wondering if you can do ground-effect fog, too, where a thin layer just lies on the ground.
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Re: My Modern Battlezone Pet-Project...

Postby General BlackDragon » Sun Nov 22, 2015 11:28 pm

If he does that, I want to see vehicles create wakes. :D
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Re: My Modern Battlezone Pet-Project...

Postby TheJamsh » Mon Nov 23, 2015 11:50 am

Doesn't morph yet, but soon! I was just amazed at how well the original model and texture holds up. There's something super sexy about the Scions... As soon as the weapon system is finished up my aim is to finalize the hovercraft physics (few issues with hill climbing atm) and get Turrets and Morph tanks in, which shouldn't be too hard.

So I'm currently rewriting the weapon system a little bit so it can properly support weapon meshes and animation, especially for pilots (or characters as UE calls them). In the process I'm also adding a bunch of features such as the option to have reloading / clip-based weapons, and overheating as well. For characters to 'feel' nice they need some sense of muzzle drift and 'stability' too - which could maybe be kind of cool on vehicles too. The unified vehicle/character weapon system will be super flexible but requires a lot more work.

Been a bit harder than anticipated since I've also had to make a big heap of performance improvements too. Working around the fact that UE doesn't have any kind of lockstep / deterministic multiplayer means each bullet has to replicate on it's own, so I've been pre-caching them and also looking at trace weapons too. The fact that BZ2 has shot-lead and whatnot is quite critical to the way it plays though IMO. Learning a lot in the process either way!

I have also added a very (very) early iteration of Dust Trails you'll be happy to know ;) It's all based on the physical surface you're moving across. I think my aim moving forward is to get a Deathmatch Alpha as soon as possible, so I can at least get some feedback on the physics, the way the weapons feel etc. I probably won't do the full PBR pipeline treatment on the models before then, but the maps and weapons will need a lot of visual upgrades first.
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Re: My Modern Battlezone Pet-Project...

Postby TheJamsh » Thu Nov 26, 2015 11:09 pm

Quality has slipped a little since last few vids but I've been going feature mad and not spending much time on the look or polish, but have a lolstresstest, which was more me just screwing around. Surprised at how many tanks it can handle already, but there's definitely a stack of optimization to do. Weapons are getting a big overhaul atm as I said, so all in due time.

https://www.youtube.com/watch?v=vU-0gyz70fM
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Re: My Modern Battlezone Pet-Project...

Postby General BlackDragon » Fri Nov 27, 2015 12:20 am

Those Shadows!

:O

Lol @ 7:35, snakes on a plane? Naww, Tanks on a Scout!

Does this use PBR? If not, you should learn that. :)
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Re: My Modern Battlezone Pet-Project...

Postby XxHAMADEHxX » Fri Nov 27, 2015 4:05 am

Dude you like took the Battlezone intro movie, scaled it to HD, and made a game out of it O_O

Awesome Dude

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Re: My Modern Battlezone Pet-Project...

Postby GSH » Sat Nov 28, 2015 4:11 am

Topic split. Keep it calm, people.

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Re: My Modern Battlezone Pet-Project...

Postby TheJamsh » Sat Nov 28, 2015 1:06 pm

General BlackDragon wrote:Does this use PBR? If not, you should learn that. :)


Haha yeah there are some massive issues with the shadows which are caused by the first-person weapon mesh. Still yet to figure out why on Earth that's happening... and the FP weapons are PBR but they're from the UE marketplace, just placeholders until I find something more permanent, same with the jetpack.

And I do know le PBR's, but I haven't got around to remodelling the units yet, I'm just using BZ2 models and the hi-res Sabre I had until more code is in place. I should have just stuck to using cubes and programmer art for the time being, but awesomesauce is still yet to be poured on top :)

Also.. oops, must have missed summin'
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Re: My Modern Battlezone Pet-Project...

Postby TheJamsh » Sun Dec 06, 2015 12:08 pm

Started on the Topographical Radar! Been putting this off for a while but man it feels good to see this... Rotation Matrix is backwards but.. proof of concept!

https://www.youtube.com/watch?v=XTyNITRvudU
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