Dude…
Just do a Smart UV project…
Them adjust that until you’re happy with it
Still looks cool, though!
Dude…
Just do a Smart UV project…
Them adjust that until you’re happy with it
Still looks cool, though!
I bought a XBox Controller today and implemented XBox controlls for BlockOps, will have that and lots more to show soon.
that torque is absurd =o
ikr
Popped the Boy Package into Blender and made it articulated. It’s been heavily edited and completely re-UVmapped, it was interesting trying to map the body to ROBLOX clothing templates(current clothing is temporary). Here’s it in action, just started animating today:
https://i.gyazo.com/bc253431ee76c2276fb876a0ca5c4d73.gif
https://i.gyazo.com/afef3be80f752f714dafddda9d1061dc.gif
https://i.gyazo.com/775510da842ca0258c34fd9831bc41a7.gif
PF needs this
If R15 packages don’t have seams like yours don’t, they’re going to be absolutely astounding. I can’t wait to try them out :P
I sure hope they do. From what I’ve seen on prevews & the blog, R15 packages seem to just have nubs that aren’t seamless. They do seem to hide the connections fairly well though.
Oh hey, a weapon spawns in a dark part of the map and you can’t see it?
I got u fam:
https://i.gyazo.com/a62daff4f565174953da309e14d53180.mp4
They actually work suprisingly well, and the hitboxes are now bigger so people won’t just miss them! (Once pickups are enabled that is)
https://i.gyazo.com/86cd38ee91187682ba0bfe097871469a.mp4
A friend of mine said “greg, why do you make such long videos just for one or two small things?”
so… i decided i’d do a time lapse to show the entire day/night cycle.
a day is going be able about 30 minutes. with nighttime being half as long as daytime.
to do: gameplay
code that generates more map when players join. the base map will be 250x250 tiles. with each player that joins, it gets bigger by 50 tiles in all directions (so after 2 more players it’ll be 450x450)
That generated terrain looks amazing!
If real R15 looked like this I wouldn’t be so ashamed to show my friends Roblox.
Why not just generate it on a needed basis? If the player approaches the edge generate more terrain.
I had considered that. but what if you have someone living near the edge, and suddenly: 3 people join, giving the server +3000 tiles to generate, and he could go for a brisk walk and take all that terrain for himself. or you’d have the starting square with a bunch of limbs branching out, and you’d know which way people went.
by extending all the borders when someone joins (not all at once, over time) it kind of… ensures
equal opportunity for all. [quote=“EchoReaper, post:3698, topic:19325”]
That generated terrain looks amazing!
[/quote]
thanks man!
Do local rendering. That way people can go out as far and deep as they like.
Just my idea. It always seems like a better idea.
woah woah woah… and like… work on a project? like… actually work on it? not just tweak a few variables every few days and post screenshots/videos?
i guess if everyone had the same seed, it might work…
EDIT: won’t work.
reason: trees. they’re not part of the terrain. so they can’t be cleared when you go too far away, or if you did. you couldn’t regenerate them accurately
They aren’t part of your perlin noise?
the area they generate in is.
but how they generate is not.
you see, in non forest, when a tile is being generated,
there’s a 1 in 100 chance of a bush, and a 1 in 200 chance of a tree.
in a forest biome, it’s a 3 in 8 chance of a tree, and 1 in 20 chance of a bush.’
soo… yeah.
i might make a version where it generates trees on the server, and just de-renders them if you go too far away. but for the main game i’m planning, i’ll just do the “growing map” idea
Oh nice. FYI you can use perlin to generate these ‘random’ things as well. I’d love for you to add cliffs and mines. I’d walk for a long time just to get the perfect scenery.
and i would love it if i had enough understanding of terrain generation to make those things
EDIT: now it’s a proper survival x0x game