Sunday, March 22, 2015

Inventory

This is the inventory, to pick up, drop, use items, and sell/buy from others NPCs, using game money.

Work with clothes, weapons and items (food, amulets, keys, etc.)

Interface menus, city buildings, torches, etc. are provisional.


Sunday, March 15, 2015

Playing with torches

Doing the inventory system (pick up, drop, use, buy or sell items), this is the torch, to see at night.
It's provisional, needs a new mesh and flame.


Saturday, March 7, 2015

Pathfinding without navmesh

This is a system for surrounding trees, NPCs and other dynamic objects.

But after trying it works well enough as "pathfinding" in places on the map where there are no navigation mesh (the navigation system used by UDK).





On a map of 100 km2 there are many areas without navigation mesh.
In this video there are none, all navigation are working with this system in real time.

Operation is simple, doing a trace forward and if collides with something, make additional traces on the sides to find a free way.

In principle makes two traces per second, but with one on each tick there are no apparent impact on performance.

It can work in conjunction with navigation mesh, then the traces only affect to dynamic objects.

Saturday, February 28, 2015

Male base model video

This video shows the new male base model. Like the female, it's very customizable. Not finished yet, but it's functional.

There is very little repertoire of clothes and hair yet.

3d modelers need, payment or royalties, you choose.

If you are interested, send your offer to cobaltudk (a) gmail.com


Monday, February 2, 2015

Customizable male base model


This is the base male model almost finished. Like the female model, morphs and bone scale are used to get variations.

There are some errors to fix in the mesh and textures, and a lot of work to do for the clothes and hairs.


Sunday, December 21, 2014

Sunday, November 16, 2014

Apex cloth ... for hair

This is my first try to use the Nvidia Apex cloth simulation to animate hair, in the same way I was doing with the cloth.

I need to refine the collisions and the cloth weights, but the result is good (better at 60 fps, the video recorder soft limit the fps to 30).