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Isles Of Ifrinn - Release

Isles Of Ifrinn - Release

Postby iamcheeseontoast » 08 Apr 2013, 12:39

I've put together a copy of my game (Isles Of Ifrinn). Its very very basic setups and layouts.

Would like your feedback guys, especially for side mission ideas.

I've added a fps to scene so you can walk about, but theres also a couple of vehicles you can try out as well.
Feel free to play around with the rally car settings, Let me know/share any improvements please.

Instructions
Unzip the archive and add the BKC folder to your location. I have my BKC folder inside the skylineSDK folder. Anywhere else and you may have to change the BKC.xSkyProjSetting file to point to where u put it.

http://www.bigkidcreations.com/bkc_skyl ... 00.001.zip
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Re: Isles Of Ifrinn - Release

Postby SolarPortal » 08 Apr 2013, 13:39

Great :D

Downloading now...

Unzip the archive and add the BKC folder to your location. I have my BKC folder inside the skylineSDK folder. Anywhere else and you may have to change the BKC.xSkyProjSetting file to point to where u put it.

The .xSkyProjSetting does not need changed any longer.
Projects can be moved anywhere and loaded from anywhere without changing anything :D
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Re: Isles Of Ifrinn - Release

Postby SolarPortal » 08 Apr 2013, 13:57

just checked it out, and its really cool to see something made with Skyline :D

Layout looks really good and i like the winding paths.
Vehicle physics may work weirdly on a mesh body type. Trying to fix or see about setting collision meshes up in max using boxes.

I will have a look at the vehicles now that the bodies are made and improve the driving a bit more ;)

Edit: Looking through the presets, i like the Rocks and Tree Stump, superb :D

Edit 2: I have improved the Focus rally car a bit more, you'll find it on your FTP in the BKC Folder.

Edit 3: Drove around the terrain with the new rally car, at 65mph(too slow lol ...changed.. :lol: ).
The main road takes a long time to drive round, needs more assets lol.

Tip: On the rally car increase the "player camera v2 action -> Stiffness Property to 0.5 for closer car driving.
Also reduce the camera speed slider if you get a mad jumping around when pressing the WASD keys.
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Re: Isles Of Ifrinn - Release

Postby StarFire » 08 Apr 2013, 14:59

Keep it up Bill =)
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Re: Isles Of Ifrinn - Release

Postby iamcheeseontoast » 12 Apr 2013, 22:06

"Vehicle physics may work weirdly on a mesh body type"

What do you mean by mesh body type?. Should vehicle parts be exported differently?? ie animated objects.

Also in the car file you have a CHA1 and CHA2 what are they.

PS Got something a bit special and fun coming soon.
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Re: Isles Of Ifrinn - Release

Postby SolarPortal » 13 Apr 2013, 09:57

What do you mean by mesh body type?

When you select the port in your scene and go to the PhysX Rigidbody Action. Under body type it says mesh, when you debug in scene you will see red lines surrounding the mesh.

This is a mesh body type. It is a more complex physics mesh built from trimeshes (same as convex, but it uses the vertices from your mesh for an exact physics replica, usually very slow in games; but there is currently no way of creating compound shapes.). I want to be able to set up the physics bodies in the modelling application aswell. e.g. surround things with boxes for performance and ability to drive on.

will look into why vehicles dont drive on physics mesh bodies first.

Also in the car file you have a CHA1 and CHA2 what are they.

These are the chassis parts. The first CHA1 is the main body, then CHA2 is the roof and windows.
You can see two boxes surrounding the focus car, these are the CHA1 and CHA2.

PS Got something a bit special and fun coming soon.

looking forward to it. I am quite impressed with how your scene is developing.

p.s. Looks even better with some cool post processing. :D
If you want my .post and .xSkyPost files, i can send them your way. It has SSAO, Tone mapping and maybe one more.
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Re: Isles Of Ifrinn - Release

Postby iamcheeseontoast » 13 Apr 2013, 17:00

Sounds great. Havn't looked at any ambience, clouds, fog or anything else yet. I want the final map to have a cold clear look to it but with visibility reduced to only around 500/1000m. Water needs to be black and very cold looking.

How can I view the CHA1 and 2. I assumed they were boxes giving the vehicle some kinda shape.

Coll meshs would be great if they could be setup in max and exported with or separate to model.
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Re: Isles Of Ifrinn - Release

Postby SolarPortal » 13 Apr 2013, 21:32

How can I view the CHA1 and 2. I assumed they were boxes giving the vehicle some kinda shape.

You need to activate Physics Debugging, then tweak the .car file, test again, tweak again etc..
Heres an image of how to debug physics:

Image

Hope this helps :D
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Re: Isles Of Ifrinn - Release

Postby iamcheeseontoast » 14 Apr 2013, 11:54

Thanks for the update.
I think I should be able to add cha1 and 2 boxes in 3dsmax and use the positions, sizes etc to setup the skyline cha1/2.
Would the box pivot points be at the same as the body? or the centre of the boxes?

Do we HAVE to have 2 or can that be 1 or 3 or more etc

I also notice you have quite a lot of overlap on ch1/2 does that make any difference?

Once I/we have all these little things ironed out I'll release copies of the rally cars max files for anyone who wants to see them.

I'm off on Tues/Wed so will play around more then
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Re: Isles Of Ifrinn - Release

Postby iamcheeseontoast » 14 Apr 2013, 12:23

Got couple of ingame shots here.

Clearly showing the CHA1 and CHA 2 and how not to have them (Holden)

The thing that Im wondering about is these were taken while moving and as you can clearly see the physics "wheels" do not remain where the actual wheels are.

Image

Image
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Re: Isles Of Ifrinn - Release

Postby iamcheeseontoast » 14 Apr 2013, 12:44

Thought I'd post these to show how the focus and holden - Centre of Gravity were setup in max prior to exporting. As yet I haven't determined which is better but will continue with trial and error as we go.

Image

Image
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Re: Isles Of Ifrinn - Release

Postby SolarPortal » 14 Apr 2013, 12:55

I think I should be able to add cha1 and 2 boxes in 3dsmax and use the positions, sizes etc to setup the skyline cha1/2.
Would the box pivot points be at the same as the body? or the centre of the boxes?

I believe the boxes positions and scales are based on the car bodies pivot point.
The positions and scales are local to the body, not world.

Do we HAVE to have 2 or can that be 1 or 3 or more etc

From the .car file, only 2 can be used, but this can be increased/lowered in code and when the .car file is finished, you will be able to specify more and have more control over things, those are the basic settings to make a vehicle lol.

Let us know if you need more chassis sections.
Scripted vehicles can have as many chassis sections and wheels as needed.

The thing that Im wondering about is these were taken while moving and as you can clearly see the physics "wheels" do not remain where the actual wheels are.

The car bodies position is lerped(a fraction of the movement) to make the movement smoother and stop the jumping until the physics timestep issue is solved.
This will hopefully be solved soon :D

Once I/we have all these little things ironed out I'll release copies of the rally cars max files for anyone who wants to see them.

That would be great for others as a starting point.
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Re: Isles Of Ifrinn - Release

Postby iamcheeseontoast » 15 Apr 2013, 00:56

CHA1 scale.x scale.y scale.z pos.x pos.y pos.z : in Local space
CHA2 scale.x scale.y scale.z pos.x pos.y pos.z : in Local space

Read this on the wiki, just wanted to check when you say "scale" you do mean size ?. Also is it in metres.
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Re: Isles Of Ifrinn - Release

Postby SolarPortal » 15 Apr 2013, 10:04

yes

also the z is the length of the vehicle(bonnet to boot), x is the width of the vehicle (door to door).
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Re: Isles Of Ifrinn - Release

Postby iamcheeseontoast » 15 Apr 2013, 10:54

Is it possible to add comments in the car file similar to the ones in the vehicle lua. Explaining what each bit is and does and also a minimum/maximum value.
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Re: Isles Of Ifrinn - Release

Postby SolarPortal » 15 Apr 2013, 11:07

currently i dont think it is possible with the current serializer(code string parsing) used.
i have added this to the feature request list.

The wiki also needs more information set for each property. It was wrote quickly for basic information of each property.
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Re: Isles Of Ifrinn - Release

Postby iamcheeseontoast » 16 Apr 2013, 00:54

Its not an issue and u have more important stuff to worry bout. Just handy to have ref at fingertips in each file.
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Re: Isles Of Ifrinn - Release

Postby Ryzon » 09 Oct 2013, 09:35

Just played this, it is looking pretty cool. Cannot wait to see what you do with this. Nice job!
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