Monday, April 28, 2008
Week 9 day 1
After spending half a day tweaking the wheels, I looked at the unreal vehicles and discovered that, their wheels have no collision with the ground at all. I discovered the wheels have no collision box. After I raised the collision to exclude the wheels, the vehicle is climbing perfectly. So I quickly moved on to the next vehicle and that vehicle can be taken from another vehicle's codes. So the 3rd vehicle is done quickly.
Friday, April 25, 2008
Week 8 day 5
Finally made the bike moved slightly properly. However, I'm back to the classic problem, climbing ledges. When the bike's ultra small wheels hit a small ledge, it stops. It cannot climb unless I severely pushed it. Something is wrong.
Thursday, April 24, 2008
Week 8 day 4
Now i started working on the bike. Since the hovertank is hovering and the bike is driving on the wheels, there is a difference in the codes, all the terms and stuff. But I didn't expect it would be so drastically different, I had to figure out most of the things again. So still working on it.
Wednesday, April 23, 2008
week 8 day 3
ok finalised my vehicle. its quite hard to climb ledges, because i need to maintain my vehicle balance like an hovercraft, yet it needs to climb ledges, i added a function to enable my vehicle to float up, hoping this compromise will fix things, but once it floats up it cannot come down, so i decided to remove it. so in the end, make the vehicle just fine enough, yet it still can't climb ledges effectively.
i also made the vehicle disable it's movement when it's falling down, since it's weird u can move in midair.
so tomorrow will work on the bike or something.
i also made the vehicle disable it's movement when it's falling down, since it's weird u can move in midair.
so tomorrow will work on the bike or something.
Tuesday, April 22, 2008
week 8 day 2
after half a day of trying around, was about to change the hovertank to a helicopter to fake it, i suddenly found something that makes it not flip anymore! so now the thing is moving quite okay, but still the specs is quite weird, so finetuning it.
Monday, April 21, 2008
week 8 day 1
tried with a few more simulations, the vehicle still flips over, add wheels or whatever, its very complicated, still figuring out
Friday, April 18, 2008
week 7 day 5
figuring out what sort of simulation to give to the vehicle, i tried with the hover vehicle first, but dunoe why cannot, the vehicle kept flipping over, so still trying
Thursday, April 17, 2008
Week 7 day 4
gave a very large force to the vehicle, the vehicle started moving
but kept flipping over, so spent the whole day tweaking the vehicle's various settings, all the suspensions and stuffs, very confusing
but kept flipping over, so spent the whole day tweaking the vehicle's various settings, all the suspensions and stuffs, very confusing
Wednesday, April 16, 2008
Week 7 day 3
Continue solving the problem of the collision. Out of sheer miracle it somehow worked, yay, but dunnoe why the textures are so dark. Tried quite a long time but really cannot, so asked forums for help.
Also trying to make the vehicle move, it cannot move, didn't expect vehicles to be so complicated.
+ reading some of the networking stuff of Unreal. very confusing.
Also trying to make the vehicle move, it cannot move, didn't expect vehicles to be so complicated.
+ reading some of the networking stuff of Unreal. very confusing.
Tuesday, April 15, 2008
Week 7 day 2
Finally managed to load in the vehicle, then don't know why the vehicle no collision.. another problem that for some reason just refused to solve..
Other than that, read map editor stuff also..
Other than that, read map editor stuff also..
Monday, April 14, 2008
Week 7 day 1
Morning is learning how to put in triggers using the map editor, and looking at how the triggers link.
Later DMD did a basic vehicle, so i tried to load it in.. and cannot.. looks like its much harder than i thought.. so spent the day analysing
Later DMD did a basic vehicle, so i tried to load it in.. and cannot.. looks like its much harder than i thought.. so spent the day analysing
Thursday, April 10, 2008
Week 6 day 5
o freak! after reading a forum post on a simple how to do a simple jumping mutator, he reported that it does not work on both servers and clients. So it's the complicated internet stuff. And it created 10 pages of replies, which is ominous.
So i set up a local server and connected to it. And to my horror, 90% of the things does not work (No weapons, no special abilities, even team changing crashed). Oh my.
So i set up a local server and connected to it. And to my horror, 90% of the things does not work (No weapons, no special abilities, even team changing crashed). Oh my.
Week 6 day 4
Resume the GUI work. After reading the forums, seems like it's not really my problem, but Unreal's.
Hopefully it is.
Then designer asked me why the arm mesh doesn't show up. So everyone went to figure it out. After a really long figuring out, seems like the whole problem is just wrong order of codes. Argh.
Going to read up on how to do a map now. Coz I think codewise, nothing much left. Seriously.
Hopefully it is.
Then designer asked me why the arm mesh doesn't show up. So everyone went to figure it out. After a really long figuring out, seems like the whole problem is just wrong order of codes. Argh.
Going to read up on how to do a map now. Coz I think codewise, nothing much left. Seriously.
Wednesday, April 9, 2008
Week 6 day 3
Spent the morning learning a bit of the Unreal Editor. After all it's mod making, basic knowledge of the editor should be necessary.
After that, decided to do abit of GUI stuff, something to do with knowing where your teammates, no matter how far you are from them. After searching up the GUI stuff, I copy pasta a bit, but for some reason the GUI only came out when you are near the players. So need to find wheres the problem.
After that, decided to do abit of GUI stuff, something to do with knowing where your teammates, no matter how far you are from them. After searching up the GUI stuff, I copy pasta a bit, but for some reason the GUI only came out when you are near the players. So need to find wheres the problem.
Tuesday, April 8, 2008
Week 6 day 2
Early morning preparing stuff for the presentation, sadly no time to print, haha..
Went back to figure out how to change map nodes in my own one.. Still cannot, I think it's fixed in the engine, think will need to see how a map is constructed..
Went back to figure out how to change map nodes in my own one.. Still cannot, I think it's fixed in the engine, think will need to see how a map is constructed..
Monday, April 7, 2008
Week 6 day 1
Resumed work on the Ammo Crates, and suddenly found a new class I realised that DROPS to the ground. So change abit here and there, and the ammo crates now fell down to the ground, then plus abit of bugfix.
After that, decided to resume finding out how to do footsteps again. I realised there's a decals class, but for some reason, it JUST won't spawn. I checked on the forums and realised decals spawning only happen if I set my graphics to high. That doesn't sound like good news, because everyone should be able to see footprints. Anyway, I carried on trying to plant decals after turning up my graphics. After a few hours, still cannot, even though I follow another person's code.
Looks like I will have to spawn 3D objects instead.
Anyway also realised shaders are done in the editor instead of in codes.
After that, decided to resume finding out how to do footsteps again. I realised there's a decals class, but for some reason, it JUST won't spawn. I checked on the forums and realised decals spawning only happen if I set my graphics to high. That doesn't sound like good news, because everyone should be able to see footprints. Anyway, I carried on trying to plant decals after turning up my graphics. After a few hours, still cannot, even though I follow another person's code.
Looks like I will have to spawn 3D objects instead.
Anyway also realised shaders are done in the editor instead of in codes.
Friday, April 4, 2008
Week 5 day 5
I decided to do some fine tuning of my remote control bomb planter today. First, make the bombs come out as.. a bomb, not as a bullet (it was shooting out like bullets).. so found out how to do it. Then, made 2 modes for it in the code, 1st being a bomb that sticks to walls, 2nd being a bomb that doesn't stick.
After finishing that, decided to make my ammo crate launcher's ammo crates fall to the ground. Weirdly, it doesn't, so I spent quite a bit of time analyzing, and turns out I might have to rewrite the Ammo Crates.
After finishing that, decided to make my ammo crate launcher's ammo crates fall to the ground. Weirdly, it doesn't, so I spent quite a bit of time analyzing, and turns out I might have to rewrite the Ammo Crates.
Thursday, April 3, 2008
Week 5 day 4
Today I will integrate some of the weapon models and animations by the DMD into our codes. So first off, a weapon that acts like a blender whose blades will spin and deal melee damage, and slowly wind down also. So quite a challenge, a weapon that has several phases.
So I loaded in the model, animations, and after realising some animation errors, fixed it, then it animated. But for some reason, firing animation doesn't work.
So spent 1-2 hours of figuring out and realised why. Then now the weapon's firing animation worked. But it's just step 1. The weapon has several phases of activation, Wind up, Spinning, and Wind down.
I referenced the Minigun's codes and made the 3 modes of shooting. So after quite awhile of work, it finally attacks like it's supposed to. (Wind up, full attack, and wind down).
Then overwrote a function so that it plays 2 idle animations. So that occasionally the gun will move.
After that I integrated 2 more of DMD's weapons and this time since alot of the things are already figured out, they did not take too much time.
So I loaded in the model, animations, and after realising some animation errors, fixed it, then it animated. But for some reason, firing animation doesn't work.
So spent 1-2 hours of figuring out and realised why. Then now the weapon's firing animation worked. But it's just step 1. The weapon has several phases of activation, Wind up, Spinning, and Wind down.
I referenced the Minigun's codes and made the 3 modes of shooting. So after quite awhile of work, it finally attacks like it's supposed to. (Wind up, full attack, and wind down).
Then overwrote a function so that it plays 2 idle animations. So that occasionally the gun will move.
After that I integrated 2 more of DMD's weapons and this time since alot of the things are already figured out, they did not take too much time.
Wednesday, April 2, 2008
Week 5 day 3
The thing won't spawn! So I've given up on spawning the arrows and trying to make something myself. And still cannot. So for a test I decided to leave trail marks of ammo crates around. And it worked perfectly. I'm thinking if really desperate, will have to make the footsteps as "Unpickable" powerups (which means they are as good as useless). But that means it will take up useless processing cycles (which actually doesn't really matter). But it shall be placed on hold for awhile since now I simply need to find a more useless class.
Meanwhile I rearranged my custom game's objects into a more neater structure.
Meanwhile I rearranged my custom game's objects into a more neater structure.
Tuesday, April 1, 2008
Week 5 day 2
The post processing stuff doesn't seem to make sense to me.. It seems I should use the map editor if I want to make nice post processing, which I followed the instructions but it doesn't seem to work. So I decided to put it on hold for awhile.
So I decided to move on to generating footstep marks. Both sides are supposed to be able to trace each other by following their footsteps. So I decided to try spawning footsteps.
First problem: I don't know what object to use for footstep marks. There are powerup classes, weapon classes, vehicles, humans, but there is no class for random useless 3D object. So I'm looking at the Hint Arrows that appear in the map. However, I simply can't spawn it like how it does in the code. So still figuring out how to spawn the arrows.
So I decided to move on to generating footstep marks. Both sides are supposed to be able to trace each other by following their footsteps. So I decided to try spawning footsteps.
First problem: I don't know what object to use for footstep marks. There are powerup classes, weapon classes, vehicles, humans, but there is no class for random useless 3D object. So I'm looking at the Hint Arrows that appear in the map. However, I simply can't spawn it like how it does in the code. So still figuring out how to spawn the arrows.
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