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SonicGDK 1.1 - With delicious 2.5D/3D physics inside!

#916 User is offline Azu 

Posted 06 June 2012 - 12:23 AM

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I mean how much energy the rings refill the boost or mach dash energy by.

#917 User is offline Xaklse 

Posted 06 June 2012 - 04:38 PM

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0.5 by default, you need 200 rings to reach 100 from 0.

#918 User is offline Azu 

Posted 06 June 2012 - 06:39 PM

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Okay. If I wanted to changed that, I'd look in the source files?
This post has been edited by Azu: 06 June 2012 - 06:39 PM

#919 User is offline Xaklse 

Posted 07 June 2012 - 02:55 PM

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You can, but I suggest you to directly change the value through the editor by selecting all rings; that way you can quickly test the setting.

#920 User is offline Azu 

Posted 07 June 2012 - 06:57 PM

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So, how do I set up bones for UDK? Do I use dummies or can I just use the bone tool?
So, I looked at Rooftop run's chase section with Dario's editor. It appears to be either they are doing some type of level streaming ahead or time, or is loading the terrain in for a set number of times.


Around 4:10. Direct link to point in video blow.

I doubt this is moving the mesh, terrain, and other objects around sonic. I seriously think this is some type of level/terrain streaming. Perhaps they are loading a large chunk of terrain far enough away so that you don't notice it.

1.) Is there a way to change the music of the "MusicInfo" in-game?
2.) I'm trying to do a camera where it's in front of Sonic, but facing Sonic. Like how the camera is at around 4:15 in that video.
3.) I know can spawn actors, but what about meshes? Such as your SGDKStatic Mesh?
This post has been edited by Azu: 10 June 2012 - 03:29 PM

#921 User is offline Xaklse 

Posted 16 June 2012 - 10:27 AM

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View PostAzu, on 07 June 2012 - 06:57 PM, said:

So, how do I set up bones for UDK? Do I use dummies or can I just use the bone tool?
Bones setup? No idea, I'm sure you can find any related info in the UDK forums.

View PostAzu, on 07 June 2012 - 06:57 PM, said:

Around 4:10. Direct link to point in video blow.
I doubt this is moving the mesh, terrain, and other objects around sonic. I seriously think this is some type of level/terrain streaming. Perhaps they are loading a large chunk of terrain far enough away so that you don't notice it.
That video segment looks like level streaming, they didn't use a single straight runway though.

View PostAzu, on 07 June 2012 - 06:57 PM, said:

1.) Is there a way to change the music of the "MusicInfo" in-game?
2.) I'm trying to do a camera where it's in front of Sonic, but facing Sonic. Like how the camera is at around 4:15 in that video.
3.) I know can spawn actors, but what about meshes? Such as your SGDKStatic Mesh?
1.) No, you can't. I'll code a Kismet node that will let you play/stop a music track, that's all I can do.
2.) Use a CameraInfo for it, change "Camera Point Definition" to PD_RelativeOffset, change the "Camera Offset Vector" (300 for X might be good) and set "Smooth Location Rate" to zero.
3.) Only actors can be spawned; spawned meshes would look like shit without their static lightmaps.

__________________________________________________

Another section of the WIP tutorial finished!
This post has been edited by Xaklse: 16 June 2012 - 10:30 AM

#922 User is offline Azu 

Posted 17 June 2012 - 03:18 AM

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What about Archtypes?

http://www.amazon.co...pd_bxgy_b_img_b

This is pretty much The book for learning uScript?

#923 User is offline Xaklse 

Posted 08 July 2012 - 09:50 AM

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View PostAzu, on 17 June 2012 - 03:18 AM, said:

What about Archetypes?

http://www.amazon.co...pd_bxgy_b_img_b
This is pretty much The book for learning uScript?
Sorry for the delay.
No, you use archetypes to spawn objects, so again you would get the same problem with lightmaps/shadowmaps.
That book isn't useful to learn UnrealScript.

__________________________________________________

New 1.10.024 version is up!
Source Code (requires UDK May 2012): BF / FF / Or / PL / RS / TB / Up

What's new?
  • Created the "Start Music Track" Kismet node.
  • Shield materials and moves are configurable through the editor.
  • Added classic sounds for Classic Sonic.
  • SonicPhysicsVolumes can be applied to certain actors only.
  • Revamped the included code of SGDKHudGFxMovie (Flash HUD).
  • Pickups' messages can be disabled easily through code.


#924 User is offline Azu 

Posted 08 July 2012 - 06:40 PM

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Thanks for the update! I've been learn some things about kismet. I actually want to turn this into a Generation's styled engine.

I'm trying to add the RedRings in. I'm basically just copying the ChaosEmeraldActor and changing things around. However, get this error when do a full compile.

RedRingActor.uc(112) : Error, Unrecognized member 'RedRing' in class 'SGDKPlayerController'

This is at line 112. SGDKPlayerController(P.Controller).RedRing++;

RedRingActor.uc
Spoiler


At the end of SGDKPlayerController

Spoiler


I managed to fix it. Turns out it was space/tab error. However, I am getting these warnings and I'm haven't touched these files.

ShieldActorClassic.uc(18) : Warning, Unknown property in defaults:     BubbleBoost=800.0 (looked in ShieldActorClassic)
ShieldActorClassic.uc(19) : Warning, Unknown property in defaults:     BubbleBounceFactor=1.15 (looked in ShieldActorClassic)
ShieldActorClassic.uc(20) : Warning, Unknown property in defaults:     FlameBoost=1000.0 (looked in ShieldActorClassic)
ShieldActorClassic.uc(21) : Warning, Unknown property in defaults:     FlameGravityScale=1.0 (looked in ShieldActorClassic)
ShieldActorClassic.uc(22) : Warning, Unknown property in defaults:     FlameHomingRadius=0.0 (looked in ShieldActorClassic)
ShieldActorClassic.uc(23) : Warning, Unknown property in defaults:     MagneticBoost=540.0 (looked in ShieldActorClassic)
ShieldActorClassic.uc(24) : Warning, Unknown property in defaults:     MagneticRingsRadius=120.0 (looked in ShieldActorClassic)



http://www.amazon.co...pd_rhf_ee_shvl2

Also, is this the book?
This post has been edited by Azu: 09 July 2012 - 11:04 PM

#925 User is offline Xaklse 

Posted 10 July 2012 - 12:52 PM

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Remove the file ShieldActorClassic, it's not needed anymore.

Yup, that's a very good book for learning UnrealScript.

#926 User is offline Azu 

Posted 11 July 2012 - 01:40 PM

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Okay, thanks. Now then.

I have a few questions in the spoiler.
Spoiler


I've read around and people says that you should learn some other OOP language like Java before learn UScript. I'm not sure if I want to learn Java, then UScript.

I've been messing around with a few things. Seeing what can be done in Kismet all thogether and what needs to be done with UScript. The Rockets (from Speed Highway) and Ziplines can be done in kismet. Thrusters on a rocket doesn't seem to work all too well. Having Sonic Generations opened up makes studying some of the gimmicks much easier.

Grinding will have to be scripted, but I'm not sure if I should edit the GDKSplineActor and give it some some options for grinding for copy it and make a new grind spline combine with a keep moving forward option. I'd add a option to select an animation as well.

Trick Rings/Ramps would be either a new Kismet event to trigger the trick sequence or a new object.
This post has been edited by Azu: 11 July 2012 - 06:34 PM

#927 User is offline P3DR0 

Posted 11 July 2012 - 09:54 PM

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The warning thing, I guess that can be done with a volume that, when Sonic goes through it activates a Kismet node to show information on the screen. Like, you would have to make it an object on the HUD, I dunno. Maybe Xak will be more helpful.

The ring thing is mostly doable with texture and cool materials instructions to look nice. But yeah, I would use cubemaps for the reflections, not just they're cheap, but they also look more like reflections due the 3D depht into it instead of a rendered texture.

#928 User is offline Azu 

Posted 12 July 2012 - 02:09 AM

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So, I'm working on a a little test map of all the things possible/doable in Kismet. So far...

Posted Image

class SeqAct_ChangePlayerMesh extends SequenceAction;

var() SkeletalMesh newMesh;
var MaterialInterface defaultMaterial0;
var() AnimTree newAnimTree;
var() array<AnimSet> newAnimSet;
var() PhysicsAsset newPhysicsAsset;

event Activated()
{
    local int I;
    local UTPlayerController PC;
    PC = UTPlayerController(GetWorldInfo().GetALocalPlayerController());

    PC.Pawn.Mesh.SetSkeletalMesh(newMesh);
    PC.Pawn.Mesh.SetPhysicsAsset(newPhysicsAsset);
    PC.Pawn.Mesh.AnimSets=newAnimSet;
    PC.Pawn.Mesh.SetAnimTreeTemplate(newAnimTree);

    for (I = 0; I < PC.Pawn.Mesh.SkeletalMesh.Materials.length; I++)
    {
        PC.Pawn.Mesh.SetMaterial( I, defaultMaterial0 );
    }
}

defaultproperties
{
    ObjName="ChangePlayerMesh"
    ObjCategory="Change Player Mesh"
    VariableLinks.empty;
}


I found this kismet code that will let you change the player mesh. What would I replace to get it work with SGDK's pawn actor? If half-works, butyou won't have the super sonic mesh.


Also...


This post has been edited by Azu: 14 July 2012 - 05:05 PM

#929 User is offline Xaklse 

Posted 15 July 2012 - 06:17 AM

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View PostAzu, on 11 July 2012 - 01:40 PM, said:

Posted Image
So, I'm trying to do something like this. I want to draw a image on the screen when you get close to danger, like a QTE, but without the button pressing.
Go here, I didn't try it but that's what you need. Skip the "The Gametype" section, you won't get mouse events or camera animations but that's fine. Use a Trigger with the custom Kismet nodes when you want to show/hide the warning.


View PostAzu, on 11 July 2012 - 01:40 PM, said:

I've read around and people says that you should learn some other OOP language like Java before learn UScript. I'm not sure if I want to learn Java, then UScript.
Learning Java should help a lot, plus the knowledge of it never will hurt, but try UnrealScript first with good tutorials/book.


View PostAzu, on 11 July 2012 - 01:40 PM, said:

Grinding will have to be scripted, but I'm not sure if I should edit the GDKSplineActor and give it some some options for grinding for copy it and make a new grind spline combine with a keep moving forward option. I'd add a option to select an animation as well.
Well, grinding mechanic should work first before you add options that may not work.

How to add grinding mechanic to SonicGDK:
  • Place SGDKSplineActors above the grinding mesh, connect them and select CM_Custom1 in Constraint Type in their properties.
  • Open SGDKPlayerPawn.uc file, search for "function CheckSplineMovement" and "function vector GetAccelerationInput"; in both functions I check for the type of constrained movement there is (ConstrainedMovement == CM_Custom1 in your case) and do the magic. This shit is pretty hard to understand though, be warned.
  • The segments of the visual grinding mesh should "Trigger Touch" (Kismet) the corresponding SGDKSplineActor upon touch/bump.



View PostAzu, on 12 July 2012 - 02:09 AM, said:

So, I'm working on a a little test map of all the things possible/doable in Kismet. So far...
Posted Image
Where the goal ring is, I would put an ambient sound (AmbientSoundSimpleToggleable), and just "toggle off" it with Kismet upon ring touch.
To change music tracks, use the "Start Music Track" Kismet node that I recently coded (I guess that's for your hub world).


View PostAzu, on 12 July 2012 - 02:09 AM, said:

I found this kismet code that will let you change the player mesh. What would I replace to get it work with SGDK's pawn actor? It half-works, but you won't have the super sonic mesh.
It only changes the current mesh of the current pawn for the current map. To change Sonics like you want, in my case I would create a Kismet node that switches pawn classes, by creating a new pawn, possessing it and destroying the old pawn. That way everything should work as expected. In the special stage code, I create a new pawn and possess it, if you need an example.


View PostAzu, on 12 July 2012 - 02:09 AM, said:

Looks good; don't increase MachDashMaxRecharge to 200, it doesn't really make sense.

#930 User is offline Azu 

Posted 15 July 2012 - 06:56 AM

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Xaklse said:

Learning Java should help a lot, plus the knowledge of it never will hurt, but try UnrealScript first with good tutorials/book.

Oh kay. I'll do that. However, I hear the best way is look at source does.


Xaklse said:

Well, grinding mechanic should work first before you add options that may not work.

How to add grinding mechanic to SonicGDK:
  • Place SGDKSplineActors above the grinding mesh, connect them and select CM_Custom1 in Constraint Type in their properties.
  • Open SGDKPlayerPawn.uc file, search for "function CheckSplineMovement" and "function vector GetAccelerationInput"; in both functions I check for the type of constrained movement there is (ConstrainedMovement == CM_Custom1 in your case) and do the magic. This shit is pretty hard to understand though, be warned.
  • The segments of the visual grinding mesh should "Trigger Touch" (Kismet) the corresponding SGDKSplineActor upon touch/bump.


Grinding mesh? I should make a like a collision grinding mesh, or the grind rails themselves?


Xaklse said:

Where the goal ring is, I would put an ambient sound (AmbientSoundSimpleToggleable), and just "toggle off" it with Kismet upon ring touch.

I actually just added an Attenuation node to the Sound Cue.


Xaklse said:

It only changes the current mesh of the current pawn for the current map. To change Sonics like you want, in my case I would create a Kismet node that switches pawn classes, by creating a new pawn, possessing it and destroying the old pawn. That way everything should work as expected. In the special stage code, I create a new pawn and possess it, if you need an example.

Ah. I will look in that.

Xaklse said:

Looks good; don't increase MachDashMaxRecharge to 200, it doesn't really make sense.

I just testing the mach dash thing. :V


I've also noticed that Sonic won't really keep the same rotation as the handle actor when he's on it.
This post has been edited by Azu: 15 July 2012 - 03:03 PM

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