Database time!

I am surprised at every move inside unity. I love it. I am now creating the database side of things. I have a mod database that is all the pieces to create the items in game. The items database with persistent and delete-able items. I need to work it all together now. I need to create an item in the database then send it to the in game model creator. Not to much work but I am getting the pipeline done with just one item to be sure everything is optimal before moving to the other items. Before the other items I will need to create the skeleal mesh combiner also to create the characters. Post that the room gen. Post all that I have a game and I start pumping story and assets into the game… I am already 3 months of work in with 7 days worth of work with unity…amazing..more later!

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Gun in game…

Whoop twidleeeee deee… I now have the weapon generation script done! That was easy as PIE… Now I need to integrate the item database to it so I can generate weapons in game. This puppy is really moving!!!!!

Screen Shot 2014-10-30 at 8.30.36 PM

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Mesh creation complete now time to generate the texturemap also!

Screen Shot 2014-10-30 at 7.53.15 PM

The bottom one is assembled from the pieces!

Update:

Unity is amazing… simply awesome to work with so far…

I am almost there. I just need to reshuffle game objects and set the shader up right as seen below that is wrong lol.

Screen Shot 2014-10-30 at 4.12.00 PM

Update:

WOW… I got the combination system scripted in all of a few hours… that took days in my own engine.. SO many helper bits of code in C# and unity.

Screen Shot 2014-10-30 at 3.36.09 PM

Now the texture!

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This is an asset test. I will improve it more as I go. I have to keep the polies pretty low due to the number of platforms I want to run on and the differing rendering strength. I now have to move on to figuring out how to assemble the pieces in the unity engine via C# script. I do not think that will be to difficult but who knows ! -)

Screen Shot 2014-10-30 at 12.39.06 PM

That is constructed from these parts below.

Screen Shot 2014-10-30 at 12.51.21 PM

Screen Shot 2014-10-30 at 12.51.35 PM

Screen Shot 2014-10-30 at 12.51.47 PM

Going Well. I now have to write my own CG shader that is better then unity

Their example is not that fast. I like to incorperate the specular into the normal map as the alpha. Thus we have a diffuse with a possible transparency and a normal map with a specular. Then if we need a glow we skip the transparency and use the diffuse alpha as the glow. Then if we need more we go full monty and a mush more expensive shader with transparency in the diffuse,specular in the alpha of the normal map, and a third texture that could contain parralax-displacement,glow, and an extra layer or two fo waht we need. Way more expensive. so lets stick with the first =) … we are on mobile devices and can sacrifice transparency all the time on weapons.

I have the art assets on the first SAW gun complete it is time to get them in game write the weapons shader and the assemble the items to the rules… really is moving fast!… I am already 3 months into where I was with ME 1 with 8 days of work… Awesome! Soon I start paying for unity and that sad I wish they had a model to where we could DEV all the way to finish and share profits.. Might be better for them thats how the big boys do it…

More later its getting late!

Working on the weapon systems.

I had a big computer problem yesterday so I did not get to much time. I think I can create a weapon in 1-3 hours after my templates are finished. Here is one about half way done and 1:45 minutes in or so. I have to create new ones since ME1 was so low res.

You can see how it works. The stock is one area of the texture. The barrel is another section on the top and the mid section is the larger base for the rifles. The texture is loaded and created when the item is created in game. The model is also combine thus it is one batch or draw call. MUCH faster. Say I have 20 enemies on screen each with 2 weapons. That would be 120 draw or batch calls… With this method it is 40. MUCH faster…

Screen Shot 2014-10-29 at 10.37.40 AM

Then displace by 0.015 and subdivide 2 levels as simple then 4 levels as catman for smoother edges.

Lastly Sculpt it! Top right you will then see a normal map. No ususally I use crazy bump with a displacement as it is a GREAT normal mapper.

Screen Shot 2014-10-29 at 11.25.22 AM

Screen Shot 2014-10-29 at 3.33.41 PM

I need to finish the wiki items before continuing

Wiki is here -).. all numbers and items changing as I go!

http://missioneuropa2.com/wiki/

More later!

Tonight I am going to investigate the tools I need for the creation of a weapon. I have a rifle ready a stock,mid section, and barrel ready. I want to combine them in game now and create a texture in game. Off to research =).. things are going very quickly I wish I went this route a LONG time ago…

Moving along!

I bought an inventory gui for 15 bucks and saved weeks worth of coding. So today I need to get down on paper the basic rules and item systems on the wiki. After that I need to make the item system create the items from the models. That should not be to difficult.