Search Unity

  1. Unity 2019.1 is now released.
    Dismiss Notice

Assets Renegade Project [DriverN Shooter system]

Discussion in 'Works In Progress' started by dibdab, Aug 4, 2017.

  1. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    continuation of run while transition to stop [run-stop-run]
    runstoprunx.gif


    all while dynamic walk-jog-run, like seen in #63
     
  2. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    and workin on addin basic weapon anims to loosen the dependancy on mixamo anims
    handgun01.gif handgun02.gif
    then addin IK to stabilize gun
     
  3. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    gp control : walk turns
    gpwturns.gif

    gp control scheme 2
    [uses blended turn anims]
    gp2rturns.gif gp2rturns2.gif

    one thing to note:
    because Renegade uses CrossFade, animations can be "interrupted"/started anytime
    and there was a glitch in animation, when transition was still going on (back to idle) and animation was started in the meantime
    so had to add: !Renegade.animator.IsInTransition(0)
    [in RenegadeGPControl.cs]
     
  4. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    just a show off for dynamic capsule
    dyncaps.gif
     
  5. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    started working on a modular building creator
    modbuilds.gif
     
    Neviah likes this.
  6. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    and a turf system
    for mafia/monopoly type of gameplay
    turfsystem.gif
     
    Neviah likes this.
  7. manpower13

    manpower13

    Joined:
    Dec 22, 2013
    Posts:
    104
    Looks very cool! I am wondering though, while I think a modular building creator is really cool, wouldn't that be a different asset?

    From a developers perspective it's really fun to build, but I think your asset is mainly focussed on the shooting/driving system right? (and the combination)
     
  8. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    with this the process is faster but user can make buildings manually too.
    the creator is still pretty rough. have other plans with the modular buildings but we'll see how that goes.

    there will be many other things included like the animation pose maker in #102
    aside from shooting/driving there's fighting and melee system in Renegade too.

    just finished making this public domain airplane into gameready model, what was a couple hundred thousand poly model, is 17k tris with 4 materials/objs now (didn't have time to test it yet though)
    planes.jpg
     
  9. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    added a mounted weapon demo scene with this model
    https://www.blendswap.com/blends/view/39109

    mounted.jpg

    it's possible to assign more seat positions from one enter-trigger
    but then cannot switch anims for that position
    for now it's better to have one trigger for every position

    Clipboard03.jpg
     
  10. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    the anims from #102 came out like this
    rifleposes.gif
    thing to note that these rotations differ from the mixamo ones
    so they probably need adjustments
    these were made with fingers exactly posed
     
  11. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    just saw that RENEGADE HAS BEEN RELEASED

    I'll upload an update pretty soon, probably tomorrow
    of course 2017.4, 2018.3 versions too

    please keep in mind that this is still work in progress
    some subsystems not final
    and if you are interested in just a part of the system
    you might be better off waiting for that release

    (fight system is one planned to be released separately)
    renegade.jpg
     
    Last edited: Apr 9, 2019
    keeponshading and Neviah like this.
  12. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    adapting jumpovers (and lerping) to the new version

    the difference is that in the old version first it checked if the jump was good, then initiated it
    now the jump is initiated anyway and checked at jump-off


    jK.gif jR.gif jumpfall.gif jrootoff.gif
     
    Neviah likes this.
  13. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    this could be made blended so it's supported for jump
    jumpo02.gif

    jumpo2b.gif
     
  14. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    some stress test
    30 actors the fps is around 60-70
    20 actors:
    stresstest 20.gif
    also looked into gc and next will change enums that keep track of the states into int
    and only display them if want to see in editor
     
  15. Luba

    Luba

    Joined:
    Oct 1, 2014
    Posts:
    33
    please demo of last version, :)
     
  16. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
  17. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    added angular velocity tracking too (for kinematic bodyparts)

    thought this needs more work
    with / without
    angvelo3.gif angveloa0.gif
     
  18. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    thanks to the mecanim it's possible to have different walk / run etc styles
    while maintaining walk to run blending
    (need to be in synchron of course)
    walkstyles.gif

    and can be used for the actors to have individual style of movement
    (even separately for walking, jogging, running, sprinting)
    or for wounded walk etc
     
  19. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    here it is more noticeable. called it profile
    profile.gif profilex.jpg
     
  20. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    added rifle shooting in vehicle
    vehriflex.jpg
    the sitting animation names are now defined on the weapons
    vehrifle.gif
     
  21. Luba

    Luba

    Joined:
    Oct 1, 2014
    Posts:
    33
    please add photon support
     
  22. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
  23. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    the mixamo's rifle animations' hand rotations used with these humanoid are off
    mix1a.gif
    they can be modified (with a script that I'll include)
    mix1b.gif
    mix1a.jpg mix1b.jpg
     
    Last edited: Apr 30, 2019
  24. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    I know it's a hussle but right now don't see other way

    it's possible to export them out with skele to be used as humanoid rig
    mix1x.gif

    if you're using your own animations, there shouldn't be a problem
    there would an alternative of changing the hand rotation in the rig config, but that might screw up other animations
    maybe I'll look into another way to do it
     
  25. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    new update has been submitted

    some fixes and improvements

    RECOMMENDED WORKFLOW:
    add new stuff into a separate folder
    export your stuff as an asset package
    install new Renegade version (in a new location)
    import your stuff into the new version

    added helper script for weapon positions
    checkweap.jpg
    adjust position/rotation (of the weapon's attachpoint)
    checkweap1.jpg
    stop play
    checkweap2.jpg
     
  26. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    started to work on walker AI
    walkai.gif
    walkai2.gif
     
    Last edited: Apr 30, 2019
  27. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    was working on this and lerpin didn't seem to work
    was thinkin was I dreamin that lerp was workin
    made a test you see below with higher obstacle

    realized lerpControl.setOffsetObjs() is essential
    jumpLerp.gif

    and this is it, fight throw WIP
    fightthrow.gif
     
  28. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    added animationcurve-based moving speed (and rotation)
    aicurv1.gif
    aicurv2.gif
     
    manpower13 likes this.
  29. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    added simple decision engine based on utilityAI
    added vision sensor
    aimind1.gif
    utility.jpg
     
  30. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    update has been submitted

    new in 0.92:
    building generator
    ai + sensor
    wip fix of getup behavior (seems that is broke when introduced useColl.Spine)

    the 5.6 version works fine in 2017.4
     
  31. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    working now on

    better bullet hit detection
    nubullet.gif

    AI retreat and flee behavior
    aiAvoid.gif
     
  32. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
  33. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    Raw Fixer

    doesn't work witk IK, but proved that it can pose
    fixer1.gif fixer2.gif
     
    Last edited: May 16, 2019
  34. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    and these poses can be sequenced
    fixerseq.gif

    also from now on, will be making animations inside Renegade project [leaning out of vehicle etc]
    so will be recreatable and editable
     
  35. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    new ai behavior

    avoid.evade
    evade1.gif evade2.gif
     
  36. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    was trying to replicate this look from the alpha version Clipboard04.jpg
     

    Attached Files:

    Last edited: May 28, 2019
  37. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    which is if I'm not mistaken unity's own volumetric fog

    and the closest results could get this
     

    Attached Files:

    • vf1.jpg
      vf1.jpg
      File size:
      23.7 KB
      Views:
      24
    • vf2.jpg
      vf2.jpg
      File size:
      23 KB
      Views:
      26
    • vf3.jpg
      vf3.jpg
      File size:
      35.7 KB
      Views:
      26
    • vf4.jpg
      vf4.jpg
      File size:
      40.3 KB
      Views:
      23
    Last edited: May 28, 2019
  38. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    okay, shadow distance
    vf5graph.jpg
    and darker the light color, shadows become invisible

    or darkening the textures
    vf6.jpg
    still the contrast is not as in alpha
     

    Attached Files:

    • vf5.jpg
      vf5.jpg
      File size:
      30.6 KB
      Views:
      26
    Last edited: May 28, 2019
  39. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    getting in animated
    the first variation that looks almost good
    getin0.gif
    it uses lerping to animated reference [starting from optimal enterpoint]
    and switching to the old version [sitting anim + ik targets]
     
    Neviah likes this.
  40. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    motobike
    bike1.gif
     
  41. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
  42. unicat

    unicat

    Joined:
    Apr 8, 2012
    Posts:
    367
    Looks good. Is it possible to change the camera to a fps view or only tps ?
     
  43. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    yes, it's possible.
    the camera controller is separate from the Renegade controller.

    don't expect the upperbody to move like a usual fps would do, that's a different mechanic
    this uses fullbody rootmotion animations, and geared towards third person

    the camera script also has variables for target transform, position offset, rotation offset
    bike4.gif
    but at some point I'll look into cinemachine, because I liked its own timescale feature
    though that would be for the 2018.4+ version
     
    Last edited: Jun 10, 2019 at 12:43 PM
  44. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    info about the animated gettingIn

    can choose if use or not, on vehicle_enterexit.cs
    enter.jpg
    [by enterexitpoint]
    here animated automatic on the left side, non-animated on the right side
    enteranimd.gif
    because there is no animation for getting in from the right side of the vehicle yet*
    *okay, mirrored it is
    enteranimd2.gif

    uses mixamo animation
    entercaranim.jpg
     
    Last edited: Jun 11, 2019 at 4:12 PM
  45. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    animation modification by fixer

    original animation
    slide0.gif

    rawFixer
    slide1.gif
    tried to do aiming forward here

    rawFixerIK
    slide2ik.gif
    tried to do aiming to the right here
     
  46. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    769
    sorry about the delay
    the new version will be submitted shortly

    changed getting in door opening to animation
    which is more precise and more reliable
    danim.jpg

    for now both methods can be used, but probably will be deprecated in next update
    doorAnim > useAnim / useCurve in vehicle_enterexit.cs

    the capsule can be disabled in caps > disable

    there seems to be a problem that occurs sometimes (the driver goes ragdoll because of trigger contact)
    though I could not reproduce it when wanted to record it
    entercoll1.gif
    the trigger contact detection is needed for things like this
    triggerhit.gif
    and don't want to resort to driver/passenger collider ignore just yet