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1383476 Posts in 66144 Topics- by 58569 Members - Latest Member: RunReadySoftware

October 20, 2020, 09:26:40 AM

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Prinsessa
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« Reply #260 on: October 13, 2020, 11:53:25 AM »

Tiny unnumbered update in between to keep things going. Did a game jam last weekend so haven't had a lot of time.



Something small I've wanted to get in for a while is being able to visually place named "waypoints" in the editor that can be referenced from NPC scripts to have them navigate there, instead of using hard-coded positions like I'd been doing up until now.

Unfortunately looks like some scripting oversights are finally catching up with me so I think I need to fix those before I get any further. Sad

EDIT: Luckily this ^ wasn’t so bad after all and I think I’ve fixed it already! Back on track. Hand Thumbs Up Right
« Last Edit: October 14, 2020, 07:20:06 AM by Prinsessa » Logged

Prinsessa
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« Reply #261 on: October 15, 2020, 02:07:26 PM »

23

Working the workflow

Darn it, I just want to make a game, so I've been blasting through some of the necessary editor fixes today. Cheesy

Permanent navmesh setup

Now there's a component I can put on stuff that marks it as a navmesh area that gets considered for navmesh generation and saved with the scene so I don't have to redo it every time I want to rebuild the navmesh like before.



In this example I added this circular thing to the town square and wanted to make that part of it non-navigable. Easy now!

Timeline switch

It's the little things. Since the shader hides stuff in the inactive timeline, stuff in the past was just always invisible in the editor up until now. Threw in a quick editor script with a toggle button! Hand Any Key



Hotloading to the rescue!

This isn't new functionality, but a nice example of the improved workflow thanks to getting the hotloading in place a while ago: after putting this structure in the game and seeing it in the context of the character I felt it was too tall, so I was able to just modify it in Blender and save over it and see the difference while the game was running. c:



Rebuilding the town

As you can see in these new GIF's I've also gotten rid of the old town blockout and have started moving things in from the new, proper one from Blender, with the cable cars and all that good stuff~

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ProgramGamer
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« Reply #262 on: October 15, 2020, 02:20:12 PM »

I've got to figure out how to do hot reloading stuff in C++, that looks sooooo useful lol

I'm also looking forward to seeing more of the town's nooks and crannies!
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Prinsessa
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Ava Skoog


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« Reply #263 on: October 15, 2020, 02:46:01 PM »

Yay, I’m excited to see it in the game and run around in it too! Grin

Using efsw for the file watching, if you’re looking for a good lib. Tried simplefilewatcher first but the macOS implementation wasn't very good, and efsw is a fork of it that has fixed that, so it was an easy almost drop-in change to make. Smiley
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Prinsessa
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Ava Skoog


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« Reply #264 on: October 17, 2020, 02:30:10 PM »

24

Snowflow

Enjoying making tiny updates more frequently!

Not much time today but I figured out a little workflow for making sure models have geometry that works with the snow shader.




There's something really satisfying about the shadow from that fence too. Cheesy

Blender setup

For one thing the mesh needs smooth shading. Then the edges between snow-covered and non-covered surfaces need to be bevelled.

I wanted to use the bevel modifier to do it non-destructively but wasn't getting the results I wanted until I found out online that I can set the bevel weight of the edges that I would select if I were to do it destructively, and then select weight as the modifier's limit method. Perfect!



Editor setup

Brought some of the snow settings I had in a debug window in the game itself earlier over into the editor as well. Was able to fine-tune it to look right on the fountain here:



Also I know I said the town blockout in Blender was intended as a 3D sketch and not as actual geometry to use in the game, but with some cleanup those models still make for good greyboxes for now~

Coffee

« Last Edit: October 18, 2020, 11:13:02 AM by Prinsessa » Logged

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