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    #46
    Originally posted by exo7341 View Post
    So, without further ado, video demonstration and some combat action (my aim is fubar, so I cut the lenthy footage):
    Great stuff!
    WIP - Maps (UT - Build 0.1.12.1): https://goo.gl/v8ze8Y
    Channel: https://www.youtube.com/user/barsam2a

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      #47
      Yay!! (I got a little moist watching that)

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        #48
        Just stumbled onto this thread.

        Wow. Just... wow. Torlan/Onslaught is.. possible!

        I agree though, getting that map going would be a good way to have a place to "play" with these things.

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          #49
          Wow, this looks ace!
          I couldn't tell on the Facing Worlds demo, but do bots even try and shoot you when you're in the vehicle? Or do they target the point where you were last stood or what? I'm by no means at all experienced at the engine, just curious and very impressed

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            #50
            Originally posted by JellyWX View Post
            Wow, this looks ace!
            I couldn't tell on the Facing Worlds demo, but do bots even try and shoot you when you're in the vehicle? Or do they target the point where you were last stood or what? I'm by no means at all experienced at the engine, just curious and very impressed
            Hey, thanks!

            Nope, bots aren't vehicle-aware at the moment (so they literally clueless about what killed them). I'm looking forward to improve this whole project (hopefully) soon. Currently working on moving from "body + separate wheels" formula to "vehicle is a single anim BP driven mesh" one. Also need at least basic replication work - so ideally I could release something like track course to play around.
            - got sig? -

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              #51
              Originally posted by exo7341 View Post
              Hey, thanks!

              Nope, bots aren't vehicle-aware at the moment (so they literally clueless about what killed them). I'm looking forward to improve this whole project (hopefully) soon. Currently working on moving from "body + separate wheels" formula to "vehicle is a single anim BP driven mesh" one. Also need at least basic replication work - so ideally I could release something like track course to play around.
              just a quick question, is this done via bp's or are you doing it via code, i'm interested about seeing how the player mesh attached to the vehicle then with entry/exit
              UT40K:The Chosen - Warhammer 40,000 for UE4
              ut40kgeodav - UE4 Tutorials

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                #52
                Originally posted by Geodav View Post

                just a quick question, is this done via bp's or are you doing it via code, i'm interested about seeing how the player mesh attached to the vehicle then with entry/exit
                ****, for some reason I missed your post... if you're still interested, it's pure BP. Driver's mesh is separate actor/component (that mimics owner's mesh) for now.

                ----

                Although I still haven't touched that project yet, I did some other misc work instead. Now vehicles could be driven in a more appropriate testing environment.



                (if you didn't recognized it, it's a round trip from blue base around level; and scale is not tweaked yet)
                - got sig? -

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                  #53
                  Originally posted by exo7341 View Post

                  ****, for some reason I missed your post... if you're still interested, it's pure BP. Driver's mesh is separate actor/component (that mimics owner's mesh) for now.

                  ----

                  Although I still haven't touched that project yet, I did some other misc work instead. Now vehicles could be driven in a more appropriate testing environment.



                  (if you didn't recognized it, it's a round trip from blue base around level; and scale is not tweaked yet)



                  Good work, this vehicle behavior pretty much is already up to par (or nearly at least) with that of UT3's, feels very much like it at least. UT's vehicles have always had this very arcadish style but I liked how UT3 made those mantas especially more maneuvrable, for me UT2k4's felt a bit too stale.
                  Last edited by RPGWiZ4RD; 05-12-2017, 12:59 PM.

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                    #54
                    np's exo, still watching , so atm it doesn't attchualy take the current player mesh, if i understand right. keep up the good work. atm i just don't have the energy for dev stuff
                    UT40K:The Chosen - Warhammer 40,000 for UE4
                    ut40kgeodav - UE4 Tutorials

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                      #55
                      Much agreed Geodav. not only the energy but incentive! Not until epic throws us a bone and puts in the basic code! A few days of coding really guys? Still waiting and then its game on!
                      Running the Mega Hub for everyone to enjoy!

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                        #56
                        So much love for it <3

                        -Luigi Rapetta
                        (rapfamily4)

                        My projects list:
                        Unreal Monsters | Armor Pickups | Dispersion Pistol for Invasion | Fusion Cannon - a Flak Cannon variant

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                          #57
                          Ah, guys! Thanks for your support! It's really a pleasure to know I'm not alone with that my passion.

                          I've just tweaked landscape's scale and size (and also got 3 original textures imported + sketchy painting), so now it looks more like a thing. I'm also showing my personal concept of a vehicle here - just not sure if it worth a shot for tho...

                          - got sig? -

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                            #58
                            That tricycle concept is really cool! I like the idea of a tricycle.

                            -Luigi Rapetta
                            (rapfamily4)

                            My projects list:
                            Unreal Monsters | Armor Pickups | Dispersion Pistol for Invasion | Fusion Cannon - a Flak Cannon variant

                            Comment


                              #59
                              Glad to see the progress you made on this exo7341 !

                              I could see a three wheeled vehicle in the game. And if it's not as a playable one, maybe a mesh or prop in some urban map, like a kind of civilian vehicle (despite them also having flying cars in UT99 and hovering holographic motorcycles in UC2 ).

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                                #60
                                Originally posted by Darkloser View Post
                                !

                                I could see a three wheeled vehicle in the game. And if it's not as a playable one, maybe a mesh or prop in some urban map, like a kind of civilian vehicle (despite them also having flying cars in UT99 and hovering holographic motorcycles in UC2 ).
                                Yeah, not that I'm a big fan of trikes myself - I was just looking for something fresh and less commonly used in games (but still somewhat cool). Maybe this would inspire some design guys too...
                                - got sig? -

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