wish I could do that
I spent the past couple of days learning the Constraint system. It’s absolutely an improvement.
Here’s what the classic VehicleSeat system looks like:
http://i.imgur.com/z7meALI.gif
And here’s one built with the new physics, including a simple suspension:
RPK was using the AKM reload animation so I modified it a bit. In-game it’s played for 20% longer since it’s a big heavy LMG and you can’t exactly toss it’s weight around.
Testing out a some different controls for freeform spline editing, I kinda like this approach so far:
(obviously embedding refuses to behave again)
I really like the smooth transparent projection line from the track pieces to the ground. How did you create that?
Just uses 0-width BlockMesh
and SpecialMesh
wedges on top of such a block mesh part. Works well only because at least one axis has a constant direction.
Oh I see. Well done. It’s looks beautiful and seamless.
Update to my previous thread, I imported the final cutscene of the game into Unity 3D.
You can see the cutscene here from the game.
Not really anything special, but I spent a little bit of time re-working my shark anthro’s head;
Old (left) and new version (right)
And maybe roblox related if anyone is interested in texturing?
ROBLOX related…
And here’s what it looks like when I load/use Fury somewhere…
that looks super clean but what’s with the SCREAMING_CASE on parameters
/shurg
just how I code. Also incase you’re wondering “PATH” is a literal path for where the remote will be instanced to, should a directory (folder) in the path not exist it’ll either error (if told to error, but atm this is disabled) or create a directory (folder) (default behavior) and parent it to the previous directory. Oh and it’ll also replicate to the clients so they can keep track of remotes being created… I’m aware this is slightly slower then just presetting up remotes in advance to server creation but to be honest I find that to take too long and I have to open every single script to and edit them all if i decide to change where something is stored or the name of it.
gasp
aw
You should take a screenshot where the character is partially/completely behind something to really demonstrate the effect (I’m assuming it overlays the glow over everything)
What do you mean? Currently what I do is removed the TextureID and set Material to Neon and Transparency to 0.5
Oh, I thought you also had a really tiny copy of the character close to the camera so that you always see the player overlaid over objects/map/etc
Oh no. The benefit here is that if the player is far away it does what’d you’d expect: fade.
Pretty excited for other scopes like FLIR or whatnot that’ll be used on much darker maps.
Is the scope supposed to be oval shaped like that? Seems off to me.