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making preset buildings

Re: making preset buildings

Postby SolarPortal » 28 Jul 2015, 12:01

also copy all projects that have been made, these are usually stored outside the asset library though :)
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Re: making preset buildings

Postby TattieBoJangle » 28 Jul 2015, 12:03

do you mean games that have been built and exported to exe ?
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Re: making preset buildings

Postby SolarPortal » 28 Jul 2015, 12:18

no project folders that have been created by skyline using the "New Project" button in the file menu. Sometimes users save these inside their SkylineSDK
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Re: making preset buildings

Postby TattieBoJangle » 28 Jul 2015, 12:20

ahhh I just used the skyline default location

C:\Aurasoft\SkylineSDK\Asset Library\Scenes
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Re: making preset buildings

Postby lordalmighty1 » 28 Jul 2015, 12:26

whats the difference between the project and scene, im guessing a project is built up of multiple scenes or some such?.
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Re: making preset buildings

Postby SolarPortal » 28 Jul 2015, 12:29

lol :) we designed skyline to work with all users perspectives. Some people like to work like they do on other engines by copying their assets to one project location and building it all in one area rather than the asset library which can pull assets from all sorts of hard drives and locations. Then when compiling it grabs all the assets used.

The project used to be the main way of working on a single title inside skyline until the resource collector was built.
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Re: making preset buildings

Postby lordalmighty1 » 01 Aug 2015, 12:21

ok been planning and building the road system a lot. its getting bigger but more thought out now.
here is a screenshot of the city layout so far, with some helpful colour sector blocks to show you what each sector block will be for.
lots of models still to get but I have a list of them for this project :).

Image

though not nearly finished with placing the roads its getting there slowly bit by bit.
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Re: making preset buildings

Postby SolarPortal » 01 Aug 2015, 12:27

Looking well thought out. It's a large area to populate lol it certainly will keep you busy.
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Re: making preset buildings

Postby lordalmighty1 » 01 Aug 2015, 12:39

haha, busy yeah it will at that. lots to do to recreate an entire city. even a smallish 1 lol.
but I need a update out first wot.. b4 I even think about the buildings and props. I want to bake to a single mesh and make the roads a preset I can move to another map. this is just a big map for working out the layout on.
when I'm happy with the layout I will preset the roads and pathways. bake to single mesh and then sculpt a terrain around it on a smaller map. i will also need the select all entities ability lol. currently over 400 of them on the scene so far and i would judge that I'm only half at best done with roads and even less than half done with paths. probably by the time the whole map is finished with props and buildings and decals and such, it be closer to 5000++ entities :shock: not to mention the zombies... of which i think 50k would be a good amount for a city lol, (not all at once of course though)..

so please when you can of course, mass selecting and bake to single mesh please. lol ;p
oh and I'm sure more besides those aswell hahaha..
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Re: making preset buildings

Postby lordalmighty1 » 16 Aug 2015, 12:27

Image

here is 6 zombies I made with fuse this morning and lastnight.
not animated all of them yet just the 1 in the left corner, so much better now I have the blog tutorials for this workflow :D thanks sp and starfire for working on it for me lol :)..

on a side note, my road ways are not very good with the rescaled buildings lol.. so that part of the project is on hold for now haha..
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Re: making preset buildings

Postby lordalmighty1 » 17 Aug 2015, 00:12

made a bunch more zombies, in this vid the mats are not sorted for them all yet.. still need to tweak them all for better looks but this is what I have so far from fuse.


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Re: making preset buildings

Postby SolarPortal » 17 Aug 2015, 10:04

impressive m8, looks like you have got it nailed with the workflow.
it is a good variation of zombies and must have took some time to make them. kinda reminds me of left for dead lol :P
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Re: making preset buildings

Postby StarFire » 17 Aug 2015, 16:51

Hey LA well done with the variety and consistency of your zombies!

I will have you a sweet script soon to have them all hunting the player and taking damage from gun shot ;)
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Re: making preset buildings

Postby TattieBoJangle » 17 Aug 2015, 17:09

did someone say AI script :o
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Re: making preset buildings

Postby StarFire » 17 Aug 2015, 17:20

lol :lol: yes tatty m8, finally got back to the AI scripts for you :roll: and a sweet new one for LA. Got the ai animal - Evade working nice, just tweaking that to become a predator for the zombie. Then will have you the npc soldier ( shooting ) and following this a tp player version. That then leads to "Fanfare" the FPS upgrade with all the tidy new weapons, I may throw in some muzzle flash and bullet hole decal system to complete it ;)
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Re: making preset buildings

Postby TattieBoJangle » 17 Aug 2015, 17:42

lol thanks starfire :lol: didn't want to ask as I know you guys were busy with the material and need the break ;)

To that note it will be good to have a good AI script something a lot of engines lack and will let users play there levels with a bit of a challenge :lol:
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Re: making preset buildings

Postby StarFire » 17 Aug 2015, 17:53

didn't want to ask as I know you guys were busy with the material and need the break


lol whats a Break! The Skyline Goddess has us serving many lifetimes in the studio dungeons :lol:
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Re: making preset buildings

Postby lordalmighty1 » 17 Aug 2015, 18:21

StarFire wrote:Hey LA well done with the variety and consistency of your zombies!

I will have you a sweet script soon to have them all hunting the player and taking damage from gun shot ;)


ah thanks :D. and thanks for the ai scripting was unexpected :shock:
though it will be very handy to have indeedy when done :)

I have been at it a lot now on fuse, have over 20 zombies ranging from what you have seen to police/firemen and women and soldiers and surgeons also :).. gonna make maybe 50 total zombies for the game I plan, just waiting on somethings for the scene to be started. if all goes to plan I should be able to have a rather good bit to work on lol, cant wait to get started or rather restarted haha.
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Re: making preset buildings

Postby StarFire » 17 Aug 2015, 18:32

Sound like a plan ;)

Just got your zombie chasing the barbarian around. When the zombie is in range it walks towards the player, then entering another closer range the zombies charges until it meets the player then has a feed ....... :shock: lol
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Re: making preset buildings

Postby TattieBoJangle » 17 Aug 2015, 18:44

how are you handling the ai StarFire is it pure range or is it line of sight/distance say you have a wall where the ai shouldn't know you are behind it how will that work ;)
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Re: making preset buildings

Postby lordalmighty1 » 17 Aug 2015, 18:50

maybe it could also react to gunshots further a field or behind walls. to hunt the player down some ?
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Re: making preset buildings

Postby TattieBoJangle » 17 Aug 2015, 20:14

Here are some of mine

Image

Image

Image
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Re: making preset buildings

Postby StarFire » 17 Aug 2015, 20:21

At the mo its just pure range, but we can add line of sight plus pov to the calc to advance them once they are made. Its just easier working with the minimum required detection and other routines to ensure the script is as fast n efficient as it can be. :D
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Re: making preset buildings

Postby StarFire » 17 Aug 2015, 20:28

just noticed your Fuse characters tatty, lol looks like at the freebies :lol:

We should have a pool of animation for say all sky devs using fuse? :roll:
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Re: making preset buildings

Postby TattieBoJangle » 17 Aug 2015, 20:40

Yea LOADS more just need to get the animations into them as you said would be nice to have more animations or even when the mocap animations are set to one genetic character it should make it easy to transfer to all (I think) :lol:
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