Re: Project Champion

So with the tutorial created by Strider, I know now that I have to build my level about the ground collision plane and it has to be set at 0, 0, 0... so things like detailed models with height will have to be built around this...

Re: Project Champion

Wow! this is PRO game design!

Me encontraste en un negro camino como un peregrino sin rumbo ni fe, pero la luz de tus ojos divinos cambió mi suerte por dicha y placer.

Re: Project Champion

But I am not like you man... I am a single dev... I am setting up controller support for Xbox 360 and One controllers and I need to know how to access button 0 on input manager for UFE... any idea?

Re: Project Champion

Hey guys... just passing through to show progress on my next level, that I call the Immortal Valley... I am already on the texture phase of the major details such as the cliffs and the fight plane, all using Substance Designer... not quite finished yet... some of these shots were taken during July fourth weekend... still fixing the lighting and adding additional details such as background mountains and distant fog.

I am hoping to get the characters animated and set up for UFE... haven't started that before Unity 5.4 is still in beta...

https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-07-07%2021.08.49.png
https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-07-07%2013.05.16.png
https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-07-06%2008.21.54.png
https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-07-06%2008.19.31.png

Some newer character renders with HDR Sky lighting...

https://dl.dropboxusercontent.com/u/158971/Project%20Eternal%20-%20Valley%20of%20the%20Immortals%20%28Daytime%29%20-%20SceneCamera%20-%202016-07-07%2022-30-53%20-%201920x1080x2.png

https://dl.dropboxusercontent.com/u/158971/Project%20Eternal%20-%20Valley%20of%20the%20Immortals%20%28Daytime%29%20-%20SceneCamera%20-%202016-07-07%2022-29-32%20-%201920x1080x2.png

https://dl.dropboxusercontent.com/u/158971/Project%20Eternal%20-%20Valley%20of%20the%20Immortals%20%28Daytime%29%20-%20SceneCamera%20-%202016-07-07%2022-28-27%20-%201920x1080x2.png

For this level, I plan on adding grass in some parts of the level to break up the dirt feel to the design, to add some form of organic life to this Valley. Stay tuned

Re: Project Champion

The ground plane position by default is 0,0,-4

Me encontraste en un negro camino como un peregrino sin rumbo ni fe, pero la luz de tus ojos divinos cambió mi suerte por dicha y placer.

Re: Project Champion

So much of this looks soooooo good.  I'm astounded and a little bit... uh... disappointed in myself lol. Seriously looks fantastic.  Did you ever get those post effects working on your UI?  What post effects were you trying to have?

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32 (edited by KRGraphics 2016-07-08 01:20:13)

Re: Project Champion

StriderSpinel wrote:

The ground plane position by default is 0,0,-4

I have the fight plane hidden here... I was tweaking the terrain a bit in ZBrush... I thought it was supposed to be 0,0,0

Re: Project Champion

christougher wrote:

So much of this looks soooooo good.  I'm astounded and a little bit... uh... disappointed in myself lol. Seriously looks fantastic.  Did you ever get those post effects working on your UI?  What post effects were you trying to have?

I haven't touched any of this in a while... been trying to get my game going... I have a lot to do.

34 (edited by KRGraphics 2016-07-21 08:17:53)

Re: Project Champion

Good morning guys... just dropping by to share some progress... almost done with this level... just need to do some colour grading and some lighting tweaks for effects... and I really hope my camera will work with the prefab since it has everything on it...

The real fun was creating the terrain for this, using substance designer and ZBrush as a source for all of the high res pebbles. Once the pebbles were applied, careful attention was made to blend the dirt and stones together so that it would hide any obvious tiling (which the player won't see anyway)

I am working on adding grass and trees to this level, as well as a stormy version of this outdoor level so I can make it feel atmospheric. Using things like ground fog, rain, and a distant haze to give the illusion of a bigger level... I haven't added the distant mountains yet. Enjoy the progress.

https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-07-19%2020.16.42.png
https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-07-19%2021.15.23.png
https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-07-19%2011.45.28.png
https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-07-19%2013.08.50.png



And here are some shots below that compares between the wet and dry version... I still need to add grain to the dirt so that it will feel gritty. And sorry I am posting all of these shots, but it takes A LOT of work to get my levels looking decent... and the characters the same. Also the sky is being rendered for the stormy version, with a particle system in place...


Wet:
https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-07-19%2022.02.59.png

Dry:

https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-07-19%2022.08.58.png

Now is it possible for UFE to find the camera in the level prefab? It would very foolish to omit this, especially if there is a lot of work being done on the visual camera aspect of each level, creating a unique feel for each

Beauty shot:

https://dl.dropboxusercontent.com/u/158971/Immortal-Valley-Update.png

This is how the level looks so far with everything in it, except trees, grass, and additional details... a part of me wants to go back and really model the underlying terrain with uneven surfacing. Right now everything feels grey and will need some colour...  For this, I wanted to convey a sense of an environment that is constantly living and dying at the same time.

Re: Project Champion

Amazing work. 

When you mention uneven terrain be careful of where the players will be as UFE is designed with one flat plane in mind. So any real uneveness will just have their feet going into the ground.

Also the main UFE script is attached to the camera to start with and uses the same camera for everything. When designing my own levels I've built them around the ground plane and camera. Perhaps you can add/remove these effects at runtime for different levels? Or have your camera have a higher depth setting and cause it to mimic the camera settings and poison of the UFE cam??

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36 (edited by KRGraphics 2016-07-21 11:09:00)

Re: Project Champion

When you mention uneven terrain be careful of where the players will be as UFE is designed with one flat plane in mind. So any real uneveness will just have their feet going into the ground.

This uneven look will be just normal mapping.

Also the main UFE script is attached to the camera to start with and uses the same camera for everything. When designing my own levels I've built them around the ground plane and camera. Perhaps you can add/remove these effects at runtime for different levels?

I honestly don't know if this will work cleanly... I spent a lot of time getting the look at feel for my levels and all of this work could be undone... the camera is called "FightCamera" and it is in every level with a few tweaks and changes for specific levels such as colour grading.

And I hope these level prefabs will retain my GI settings, including the sky (kinda wish UFE would have read the .unity files for levels instead of prefabs, would make this a HELL of a lot easier and less bouncing around). Maybe StriderSpindel can shed some light on this... if my sky and advanced effects don't make it in, all of this work will be wasted.

Or have your camera have a higher depth setting and cause it to mimic the camera settings and poison of the UFE cam??

That would be kind of defeating what I want to do... each level will look visually different...

Re: Project Champion

Are you wanting the normal camera settings, such as position and frustrum settings and such to be different for each level?  Even individual moves that have cinematic options cause the camera to go to the same positions/angles. If you are just wanting to add/delete camera filters and other object components then there are ways to do that.

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Re: Project Champion

christougher wrote:

Are you wanting the normal camera settings, such as position and frustrum settings and such to be different for each level?  Even individual moves that have cinematic options cause the camera to go to the same positions/angles. If you are just wanting to add/delete camera filters and other object components then there are ways to do that.

I basically want the fight camera to use the camera settings that I have for each level... such as if I change the colour grading for one level... mainly the post effects...

Re: Project Champion

Adding post effects is totally doable by scripting. I just did something similar using playmaker on another project of mine.  I think what you could do is set it to have all your post effects with their correct settings already on the camera but disabled on the camera and have your level prefab set to activate the ones you want and use OnDestroy to disable them.

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Re: Project Champion

christougher wrote:

Adding post effects is totally doable by scripting. I just did something similar using playmaker on another project of mine.  I think what you could do is set it to have all your post effects with their correct settings already on the camera but disabled on the camera and have your level prefab set to activate the ones you want and use OnDestroy to disable them.


That is a possibility... and I do have playmaker smile... I will have to play around and see what happens... perfect example would be if I have post effects to my liking on on level, I don't want those same settings on another... Once I get my mechanics the way I want I will have to give that a go... bear in mind I am not a programmer.

If I had source, I could have someone add a function where I have my level prefab, and on the level creation, I also choose the camera prefab associated with that level... example For the Immortal Valley (Daytime) I can have the immortal valley daytime scene, and a camera called Immortal Valley day with all of the Posteffects set the way I want... this way, I don't have to script anything, it's right there... ready to rock.

For playmaker, I would have to do this for EVERY level in my game... which would be pretty cool and quick to do as long as it's quick... Hopefully in UFE 2.0, you guys will consider the camera in the prefab for the level...

Re: Project Champion

Lookin' fantastic!

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Re: Project Champion

Level update on the Immortal Valley, this is the stormy version. Trying to get this knocked out so I can move on to animating my characters.

https://dl.dropboxusercontent.com/u/158971/Project%20Eternal%20-%20Valley%20of%20the%20Immortals%20%28Stormy%29%20-%20FightCamera%20-%202016-07-25%2016-09-53%20-%201920x1080x1.png

https://dl.dropboxusercontent.com/u/158971/Project%20Eternal%20-%20Valley%20of%20the%20Immortals%20%28Stormy%29%20-%20SceneCamera%20-%202016-07-25%2016-08-59%20-%201920x1080x1.png

https://dl.dropboxusercontent.com/u/158971/Project%20Eternal%20-%20Valley%20of%20the%20Immortals%20%28Stormy%29%20-%20SceneCamera%20-%202016-07-25%2016-09-22%20-%201920x1080x1.png

I'm looking into SpeedTree for doing the trees and foliage... or using plant factory for creating trees from scratch... and I hope everything I did here makes it into UFE smile

Re: Project Champion

when can we see some gameplay

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Re: Project Champion

diesonblack22 wrote:

when can we see some gameplay

As soon as I get my models prepped for UFE... a lot is going into the fighters and environments... And animation takes a while to do. smile Stay tuned

Re: Project Champion

its looking good tho keep up the good work

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46 (edited by KRGraphics 2016-09-06 23:35:10)

Re: Project Champion

Hey guys... here is a small update on the animation I am working on for the character if my game... This character is one of 14 for my game. This is the first time I've really worked on animation for a game... I am working on the basic movements for UFE (jumping is going to be a tough because it is twelve possible animations for jumping and landing) trying to get a feel for mecanim... and I am hoping the Generic Rig works in UFE since I have extra bones in the joints for things like twist bones and attachment of accessories...

Walk Forward (I have him walking in place since I think the engine will control forward and backward movement, praying the feet don't look like they are sliding. It was important that I get this right. I will also modify this for him to walk backwards)

https://dl.dropboxusercontent.com/u/158971/WalkForward.gif

Fight Idle (This was NOT EASY to make since I am not using MoCap... and this will be the base for the random animation he will play. And since I am using Mecanim, this should work for all of the fighters)

https://dl.dropboxusercontent.com/u/158971/FightIdle.gif

Crouching Idle (This one was fun to make)

https://dl.dropboxusercontent.com/u/158971/CrouchIdle.gif

I will be adding more animations in the coming weeks... it is a lot of animation these characters will need. For the moves, I am using a limb based combat system like Tekken and MKX. On the Unity side of things, I need to get the corrective joints working. Stay tuned. And sorry for the poor quality GIFs

Re: Project Champion

Hey guys... I am setting up my hitboxes and I am noticing that the hitboxes are offset from the character's position in the view... is this supposed to happen? How can this be fixed... I am expecting the hitbox to cover the character unless this is the nature of the program to emulate the 2D feel... here is a picture of the issue i am seeing

https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-09-10%2009.05.37.png

It is NOT supposed to do that, but this is the first time I am setting up hitboxes for my character... so hopefully someone can tell me what i am doing wrong... thanks a bunch

48 (edited by christougher 2016-09-10 14:29:25)

Re: Project Champion

KRGraphics wrote:

Hey guys... I am setting up my hitboxes and I am noticing that the hitboxes are offset from the character's position in the view... is this supposed to happen? How can this be fixed... I am expecting the hitbox to cover the character unless this is the nature of the program to emulate the 2D feel... here is a picture of the issue i am seeing

https://dl.dropboxusercontent.com/u/158971/Screenshot%202016-09-10%2009.05.37.png

It is NOT supposed to do that, but this is the first time I am setting up hitboxes for my character... so hopefully someone can tell me what i am doing wrong... thanks a bunch

At the top of the editor window click the 2d button to look at it directly from the z axis. It will look pretty well lined up. The hit boxes themselves are by default always at 0 the z axis. I think it looks like it'll work fine.

In the global setup, advanced options is a 3d hit detection to have the hit boxes follow in the z axis

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Re: Project Champion

KRGraphics wrote:

Hey guys... I am setting up my hitboxes and I am noticing that the hitboxes are offset from the character's position in the view... is this supposed to happen? How can this be fixed... I am expecting the hitbox to cover the character unless this is the nature of the program to emulate the 2D feel... here is a picture of the issue i am seeing

It is NOT supposed to do that, but this is the first time I am setting up hitboxes for my character... so hopefully someone can tell me what i am doing wrong... thanks a bunch

You have two options for the hitboxes: 2D or 3D.

In 2D all the hitboxes are on the same z plane In 3D they are mapped to the character itself.

The difference comes in practicality of how you want your game to play. So for example, say you have a character doing a left hook punch or a round house kick. If the hitbox isn't only when the foot is in front of him, then it could miss a hurt box of the opponent should the opponent not be leaning that way or have an appendage off to the side. It requires direct 3D contact, similar to a 3D fighter like VF/Tekken/DOA.

When set in 2D you don't have to worry about the Z-axis being lined up as all of the hitboxes are on the same z-plane. This produces a more consistent 2D hitbox reaction where your character could be kicking to or away from the screen and as long as it has a hitbox and connects with a hurtbox it will register a hit. Similar to 2D Fighters like SF4/KOFXIV/GGXRD.

The option can be found in the Global Config > Advanced Options > 3D Hit Detection.

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Re: Project Champion

Oooh okay. And what's weird, in my project, 3d hit detection is ON and the hitboxes areally offset like it's 2d.