My Modern Battlezone Pet-Project...
Moderators: GSH, VSMIT, Red Devil, Commando
Re: Sneaky-Peaky of my baby project...
Ah I know why, I had the surface normal at full-power for that vid, until I get to the bottom of this random Z-rotation issue...
Developer @ Stormtide
viewtopic.php?f=4&t=2350#p40547 << My UE4 Battlezone Project
ModDB - Battlezone II Unofficial Expansion Pack
viewtopic.php?f=4&t=2350#p40547 << My UE4 Battlezone Project
ModDB - Battlezone II Unofficial Expansion Pack
- Zero Angel
- Attila
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Re: Sneaky-Peaky of my baby project...
Are you maybe overthinking the convergence thing?
As far as I know, BZ2 calculates convergence based on distance alone. The targeted enemy craft could be 100m behind or to the top of you and weapons would still converge as if it was directly in front of you. Or does the problem stem from the fact that you have 2 different objects (guns) and you have to somehow get them to tilt a specific way, accounting for the rotations of the objects on the model?
As far as I know, BZ2 calculates convergence based on distance alone. The targeted enemy craft could be 100m behind or to the top of you and weapons would still converge as if it was directly in front of you. Or does the problem stem from the fact that you have 2 different objects (guns) and you have to somehow get them to tilt a specific way, accounting for the rotations of the objects on the model?
Regulators
Regulate any stealin' of this biometal pool, we're damn good, too
But you can't be any geek off the street
Gotta be handy with the chains if you know what I mean
Earn your keep
Regulate any stealin' of this biometal pool, we're damn good, too
But you can't be any geek off the street
Gotta be handy with the chains if you know what I mean
Earn your keep
Re: Sneaky-Peaky of my baby project...
I believe you're right. The difficult part is calculating that based on the eyepoint location (I don't use bones or mesh parts for this, it's just set locations on the model). I have to access the camera, but sometimes the camera lags behind and then aiming goes completely off.
For the best User Experience I want to ensure that whatever is under the reticle, that's where the bullets are going, within reason of course.
For the best User Experience I want to ensure that whatever is under the reticle, that's where the bullets are going, within reason of course.
Developer @ Stormtide
viewtopic.php?f=4&t=2350#p40547 << My UE4 Battlezone Project
ModDB - Battlezone II Unofficial Expansion Pack
viewtopic.php?f=4&t=2350#p40547 << My UE4 Battlezone Project
ModDB - Battlezone II Unofficial Expansion Pack
Re: Sneaky-Peaky of my baby project...
https://t.co/nsdhPIRWqe
Targeting system built in. Doesn't have the on-screen markings yet but the window itself is functional! Also fixed my last remaining Physics glitch, so I'm about 90% of the way to creating the complete hover physics, a couple of minor issues to go!
Targeting system built in. Doesn't have the on-screen markings yet but the window itself is functional! Also fixed my last remaining Physics glitch, so I'm about 90% of the way to creating the complete hover physics, a couple of minor issues to go!
Developer @ Stormtide
viewtopic.php?f=4&t=2350#p40547 << My UE4 Battlezone Project
ModDB - Battlezone II Unofficial Expansion Pack
viewtopic.php?f=4&t=2350#p40547 << My UE4 Battlezone Project
ModDB - Battlezone II Unofficial Expansion Pack
Re: Sneaky-Peaky of my baby project...
https://www.youtube.com/watch?v=00_qLQVbOHg
MOAR! Hover physics are now finished near enough. There's a slight bit of "the flying bug" which I need to resolve but the rest is all hover physics as we all know it!
MOAR! Hover physics are now finished near enough. There's a slight bit of "the flying bug" which I need to resolve but the rest is all hover physics as we all know it!
Developer @ Stormtide
viewtopic.php?f=4&t=2350#p40547 << My UE4 Battlezone Project
ModDB - Battlezone II Unofficial Expansion Pack
viewtopic.php?f=4&t=2350#p40547 << My UE4 Battlezone Project
ModDB - Battlezone II Unofficial Expansion Pack
- Red Devil
- Recycler
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Re: Sneaky-Peaky of my baby project...
Appalling!
okay, jk well done!
okay, jk well done!
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
- bigbadbogie
- Bull Dog
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Re: Sneaky-Peaky of my baby project...
Just so you know TJ, the second that you make this available, I'm creating a new Battlezone-style game in UE4.
"You think that you can wipe out an entire civilisation without consequences?" - Rachel
http://www.moddb.com/mods/qf2-essence-to-a-thief
https://www.indiedb.com/games/husky-ashcon-i/
http://www.moddb.com/mods/qf2-essence-to-a-thief
https://www.indiedb.com/games/husky-ashcon-i/
- Baconboy
- Attila
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Re: Sneaky-Peaky of my baby project...
TheJamsh you cannot abandon this. This has gotta keep going. You're making wonderful progress and it looks gorgeous.
Re: Sneaky-Peaky of my baby project...
Thanks all Still going strong... added the Detonator Weapon Class and Pulse Shells today, working on the Spraybomb class now. + the famous 'ShotAlternate' behaviour (which currently requires many-a for loop)
Also dropped in the missile scout and thunderbolt just to get some different units in. No textures unfortunately, will eventually re-model and texture them in a manner fit for 2015, probably with some help :p
Also dropped in the missile scout and thunderbolt just to get some different units in. No textures unfortunately, will eventually re-model and texture them in a manner fit for 2015, probably with some help :p
Developer @ Stormtide
viewtopic.php?f=4&t=2350#p40547 << My UE4 Battlezone Project
ModDB - Battlezone II Unofficial Expansion Pack
viewtopic.php?f=4&t=2350#p40547 << My UE4 Battlezone Project
ModDB - Battlezone II Unofficial Expansion Pack
Re: Sneaky-Peaky of my baby project...
Developer @ Stormtide
viewtopic.php?f=4&t=2350#p40547 << My UE4 Battlezone Project
ModDB - Battlezone II Unofficial Expansion Pack
viewtopic.php?f=4&t=2350#p40547 << My UE4 Battlezone Project
ModDB - Battlezone II Unofficial Expansion Pack
Re: Sneaky-Peaky of my baby project...
I really like the work you did on the physics, that is smooth and looks exactly like BZ2 IMO. WTG (not easy to do in Unreal).
- Red Devil
- Recycler
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Re: Sneaky-Peaky of my baby project...
can you hover?
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
- blue banana
- Sabre
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Re: Sneaky-Peaky of my baby project...
Excellent work as always. I am consistently impressed with the graphics and sounds, notably the explosions and the red damage flash.
Re: Sneaky-Peaky of my baby project...
Thanks, they're actually all sound effects I did ages ago for my dead BZ2 mod, Serenesis. I took a lot of the base game sounds and injected some 'new' into them.
Developer @ Stormtide
viewtopic.php?f=4&t=2350#p40547 << My UE4 Battlezone Project
ModDB - Battlezone II Unofficial Expansion Pack
viewtopic.php?f=4&t=2350#p40547 << My UE4 Battlezone Project
ModDB - Battlezone II Unofficial Expansion Pack
- Baconboy
- Attila
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Re: Sneaky-Peaky of my baby project...
This is incredible. Really excited to see where this goes.
As soon as you make a demo-thing available, I'll be right here testing it out.
As soon as you make a demo-thing available, I'll be right here testing it out.