With the mod I did for better air control, you can chain-bounce enemies :v: [youtube]http://www.youtube.com/watch?v=yPvkZ9WWad8[/youtube] Part of that is the great blob shadow that appears when you're above a certain height - makes landing on an intended target super easy. Also in that video: I set up a webcam to capture the weird "water emerging" bug. This is probably covered in a tutorial somewhere, but how would I go about creating my own classes? I know when I was backing up the unmodified .uc files by copy-pasting them, the compiler would give me a warning that they existed and weren't linked to anything.
You already could :v: I can't reproduce it, what are your settings? Resolution, fullscreen, motion blur... Does anyone get the same bug? Well, you have to take advantage of the concept of inheritance (any idea of that?) by extending from the SonicGDK classes you want to modify, and put your own classes in another folder. Readme (replace "MyGame" with "BlazeMod" for instance): That's the first long step. -------------------------------------------------- 1.00.016 is up! Changelog: Updated SGDKPlayerPawn again for better compatibility with AttachToActor Kismet node. Fixed a bug which locked Sonic's running animation; it constantly played the "Mach Run" animation. Fixed the speed shoes so that it works better with running on water. Added bCameraRotationOffset to CameraInfo; it improves RelativeOffset mode in CameraPointDefinition. Fixed a bug which caused slow dropped rings to stick to ceiling. Added another check in SGDKMusicManager's Tick(). Changed a 2.5D camera of the test map. Added three giant rings which teleport players to other maps. - Download links: (requires UDK June 2011): DepositFiles / FileServe / FileSonic / HotFile / MegaUpload / RapidShare / Uploading / ZShare
Wow, I'm still amazed at just the technical aspect of this. Xaklse, what part of the code allows for getting an actor to stick and be rotated to a surface, could you possibly explain the math involved for collision and rotation to a surface?
I dunno if anyone's seen this or if it's been brought up here, but; [youtube]http://www.youtube.com/watch?v=vUsQzHnNXGo[/youtube] This is pretty fucking boss. This dude did some pretty cool shit with Blitzsonic, so I'm not surprised to see him taking up GDK like this. But man, this just reinforces that it'd be pretty cool to see Sonic Adventure stages remade using GDK.
It's a nice demonstration of SonicGDK, but I think Sonic Adventure levels should be left the hell alone. Just my personal opinion.
Come on, he obviously put effort into making something, there's no need to criticize the level choice.
On the subject of levels, I saw this one yesterday that amused me (I think Azukara favorited it?): [youtube]http://www.youtube.com/watch?v=2grAeZ-yCTc[/youtube] Reminds me of a cross between Asteroid Coaster and a Super Mario Galaxy level. Yeah but now its easier! Everything is default. I don't even know how to change settings in UDK, and UDK Game seems to specifically disable certain graphical features like anti-aliasing (either that or my graphics card is being an ass). That sounds complicated! No idea about inheritance either, but it sounds like I'd be creating essentially a UT3 mod and running it through SonicGDK. Maybe I'll get around to it eventually, I dunno.
That was my first thought when I saw the springs on the rocks. Also, yes it reminds me of an SMG stage. Possibly Battlerock Galaxy or Space Junk Galaxy? (Excuse the lack of remembering the stage names but I haven't played that game in a long time.) Looks very interesting, none the less.
There's no need to criticize my criticism either. Sonic Adventure levels played fine in the engine they were made for. Better, in my opinion. It's really not that big of a deal. I'm not shitting on his work or anything.
Yeah, I get the same bug with the latest version of GDK, it looks like the player goes into "dying state" just walking into water then walking out of it.
[youtube]http://www.youtube.com/watch?v=J9QOIeuVXMo[/youtube] Just playing with the engine... Don't mind about some physics glitches and the high contrast applied. :C
Nice set up ! You gata love UDK! ! ! @ Everyone else.... I'm going to break and ask for help with this little issue that I'm having, in hopes that we have an experienced UDK shader god among us. Ok guys, First we set up a flat plane model with a bunch of subdivisions. Than we made a world position offset vertex shader that morphs that model into a sphere. We want to apply reflections to the model, however when the reflections are captured, they seem to be only done after the vertex shader step. ( causing the reflections to be cut in half.) In the final picture, notice that the reflections look more correct compared to the ones on the curved vertex shader. We figure if there is some way to capture the reflection before the vertex shader changes the geometry's shape, than we can have the same reflections shown on the original flat model be applied after the vertex shader. So?? Is there a way to catch the reflections before our vertex shader is applied to the model? I wonder,,,is there some sort of pre-process?
As far as I'm concerned, UDK doesn't like very much any kind of refections... http://udkbrasil.blogspot.com/2010/11/real-time-reflection.html#bn-forum-1-1-772067271/8435/0/show/real-time-reflection.html You can try this.
Thanks for trying to help.. but, that's not the problem, I can set up all of udk's reflection systems. Trouble we are having, is that we need to have the reflection buffer see the model without the fisheye vertex shader applied. I know this can be done threw a pre-process type scenario, but I'm not as familiar with UDK as a few other engines, cant find any info on how to set up pre process for materials in UDK.