Product Chat / GGM Video # 3 is out,,,here

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UNIRD12B
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Posted: 19th Feb 2020 20:34 Edited at: 19th Feb 2020 20:59

Seems to be coming along nicely.

UNIRD12B
Let\'s actually make something happen with this one !
JC LEON
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Posted: 19th Feb 2020 21:01
nice
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MooKai
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Posted: 19th Feb 2020 21:03
nice, looks easy now...
before (now) it was always a bit buggy using the path tool.
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3com
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Posted: 19th Feb 2020 22:03
Cool, now we can draw a river using wp.
Wonder if we will be able to draw wp, not just a ground height.
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Avenging Eagle
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Posted: 19th Feb 2020 22:39 Edited at: 19th Feb 2020 22:39
Good start but for +100 points, add the ability to have different types of points;
Waypoint pause (entity gets to a given point and pauses before continuing)
Waypoint stop (entity gets to the end of a given path and stops)
Waypoint reverse (entity gets to the end of a given path then turns around and walks back along the same path)
Waypoint split (entity reaches branching path and randomly chooses one to follow)
Waypoint join (multiple paths can converge on this one point)

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synchromesh
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Posted: 19th Feb 2020 22:46
Quote: "Waypoint reverse (entity gets to the end of a given path then turns around and walks back along the same path)"

Im guessing its really just 20 points for now then
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AmenMoses
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Posted: 19th Feb 2020 23:12
All of those are doable in Lua already, I've even demonstrated them before.
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synchromesh
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Posted: 19th Feb 2020 23:16 Edited at: 19th Feb 2020 23:16
Quote: "All of those are doable in Lua already, I've even demonstrated them before."

Ye I think Avenging Eagle means selectable from the GUI
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Avenging Eagle
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Posted: 19th Feb 2020 23:26
Quote: "All of those are doable in Lua already, I've even demonstrated them before"


I'm aware, but as synchromesh said, it would be better to be able to define them in-editor

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AmenMoses
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Posted: 19th Feb 2020 23:47
Well the 'Dynamic Lua' change should make that possible, on a per NPC basis probably rather than per waypoint as waypoints don't have parameters.

In fact the entire path of waypoints don't have parameters!

As a start being able to name a path from the editor would be a huge improvement.
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Earthling45
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Posted: 20th Feb 2020 01:23
I'm really exited about dynamic lua, i'm thinking that it also helps me to understand lua more by reading and learning.
The broad userbase is unable to code, so to have this function is going to be incredibly valuable.

Lee, do you already have plans for the texture maps, i've dived in substance designer again and am going to make textures.
LeeBamber
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Posted: 20th Feb 2020 03:26
@Earthling45 : No extreme change in the texture sets required, still PBR, still the weird gloss=roughness requirement. I may look at HDR textures if needed, but probably not for September. I will be sourcing some higher resolution with more 'modern game' feel new ones for my showcase level though! I think I will know a LOT more when the lighting model is up and the terrain creation system development has started, as that will determine just how far I go exploring things like displacement maps, height maps, texture assisted tesselation and other curious uses for texture maps. Time will tell!
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Tarkus1971
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Posted: 20th Feb 2020 10:11
Cool Lee, great stuff. will the new system work in free flight mode also, or just top down?
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benjiboy
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Posted: 20th Feb 2020 12:35 Edited at: 20th Feb 2020 13:02
You could achieve a lot simply by having waypoints as invisible, non-collidable entities in the map. That way you could attach scripts to them and have AI entities detect their closeness. Not entirely sure what impact multi-storey buildings might have - both in terms of placement and proximity detection - you'd need to invoke ray tracing I guess to not trigger detection through ceilings/floors. Pathing for Ai's following waypoints through a structure might be challenging too - I have never tried it - do AI's follow corridors, mindlessly bump into walls or what?
Answered my own question
Terrain with holes in it is also going to introduce some challengs I imagine.
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Bored of the Rings
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Posted: 20th Feb 2020 13:21
Quote: "You could achieve a lot simply by having waypoints as invisible, non-collidable entities in the map."


I thought they already were.
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benjiboy
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Posted: 20th Feb 2020 13:45 Edited at: 20th Feb 2020 13:47
I'd assumed not because no entity # turns up in the status bar when you pass the cursor over them. I believe path data is held separate from the entity data. If twaypoints *are* already held as entities then to build knowledge of them into npc AI will just need Lee to add the display of waypoint entity ids' to the status bar display.

It would be nice though to be able to pop up a property list for a waypoint and assign a script to it.

While I'm on the subject, I've been using the excellent civilian_waypoint.lua script to observe just what I can and cannot get a path follower to do and this was the result:-
[href]https://youtu.be/wcF4SJJRTwU [/href]

Does someone have one that handles stairs and terrain bumpiness?
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benjiboy
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Posted: 20th Feb 2020 13:48
PS can someone tell me how to actually embed a movie, please? Whatever I do I jest get the web address and some html
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Bored of the Rings
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Posted: 20th Feb 2020 14:15
go to Video , select either You Tube etc and that's it. For YT you need to keep only the video code link not the whole youtube.com....etc.
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benjiboy
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Posted: 20th Feb 2020 14:35 Edited at: 20th Feb 2020 14:36
Like this?



Thanks BOTR
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Earthling45
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Posted: 20th Feb 2020 18:42
Quote: "I will be sourcing some higher resolution with more 'modern game' feel new ones for my showcase level though!"


Lee, there is a lot to gain if texture stretching is eliminated.
Same as on EBE, also on the terrain a painted texture is stretched it seems.
In the example below you'll see the use of one and the same texture painted on terrain and tiled on two entities, a cube (basic) and on a plane (parallax).
Basic already looks quite good.

The texture is 1024x1024 which is the normal size for terrain textures if i'm corect.

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