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Progress Screenshots

Discussion in 'Development' started by Armada, Nov 6, 2016.

  1. Armada

    Armada Sea Dog Staff Member Administrator Project Manager 3D Artist Storm Modder

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    Moderator's Note: This thread was started before the release of the first NHR demo, and has been moved from a hidden sub-forum.
    -------------------------------------------------------


    UPDATE 5th July 2017

    This thread contains some pre-release screenshots from the game's earlier development which were previously not visible to everyone. We'll continue to post development screenshots for new builds moving forwards.

    Original post as follows:
    -------------------------------------------------------

    Here are the main ones I have, showing some things already implemented and other things I tested previously:

    Nathaniel aboard the Rossiya (because why not?)
    [​IMG]

    Redesigned Inventory screen (not yet working, but all the UI elements are in place)
    [​IMG]

    Widescreen main menu (New Game works, other buttons are placeholders)
    [​IMG]

    (This was done in a separate Unity project, but can be imported easily)

    Sailing HUD (water is a placeholder)
    [​IMG]

    Sun flares
    [​IMG]

    Cannon fire particle effects recreated using the same values and sprites as PotC
    [​IMG]

    [​IMG]

    World map scene and ship
    [​IMG]
     
    Last edited: Jul 5, 2017
  2. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    I've got all the pictures you guys posted saved somewhere.
    Up-to-date as per a month ago or so.
    How would you like me to send those your way?
     
  3. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    Attached Files:

    Armada likes this.
  4. Armada

    Armada Sea Dog Staff Member Administrator Project Manager 3D Artist Storm Modder

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    Thanks for posting those! :cheers

    Here are two new ones showing the simple fencing system I've put together:
    [​IMG]

    [​IMG]

    This is an empty test scene* for the purposes of testing land combat and AI. I added two test dummies; the first (on the right) started out as a static target with some health that could be depleted, and I then gave him a sword and the ability to attack, defend and pause at random. The second (left) has the added ability to move towards the player and attack when close enough.

    Both enemies have a floating health bar, which is mostly to make testing easier, but also to prove it's a viable option instead of numbers flying around each time you hit them. ;)

    (*Ignore the very large stone texture; that's just the way the UV mapping is on a built-in plane object.)
     
    Captain Murphy and Pieter Boelen like this.
  5. Pirate BlackBeard

    Pirate BlackBeard Sailor Apprentice

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    I would like just ask you... Do you planning damage model of ships?
     
  6. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    At least to the extent that the original PorC has for sure. :yes
     
  7. Armada

    Armada Sea Dog Staff Member Administrator Project Manager 3D Artist Storm Modder

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    Remember this fine fellow? Nathaniel needs someone to talk to when we show off dialogue, so he volunteered.

    [​IMG]

    I managed to export him from GM format and rig him to the skeleton, though I had to use TOOL's "raise arms" function to force him into a T-pose to make the process easier. The skinning isn't perfect yet (his jacket clips through his back when running), but it's workable for now. He can use any animation we've already imported for Nathaniel.

    Did I mention he has a thing for hats...?
    [​IMG]

    I took this hat from the Corsair character and exported it separately, so it can be attached to any other character's head. It appears to be a bit small to disguise bigger heads/haircuts, but the mesh can be tweaked to make this less noticeable.

    Most importantly, this proves that other characters can be imported successfully. Nathaniel (and Danielle, once we get round to her) was easier because we had the pre-rigged source file. The rigging process is still a bit of a pain and will need some manual tweaking in most cases, though.
     
  8. Jack Rackham

    Jack Rackham HoO Team Member Quest Writer Storm Modder

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    I like this separate hat thing. It has caused me so my work in POTC with double heads etc etc.
     
  9. Armada

    Armada Sea Dog Staff Member Administrator Project Manager 3D Artist Storm Modder

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    It gets better...

    Look closely at these two Nathaniels and see if you can spot the difference:

    [​IMG]
    The one on the right is smiling! :D

    What I've managed to do is replace the right one's head with the fully-rigged "talking head" model from PotC. We've got the Maya files for all PotC characters' heads (via the "Heads" help file on the FTP), so I opened Nathaniel's head model and separated it from the shoulders, leaving only the bones above the neck. I exported this as an FBX with all the animations, parented the head to the original body's head bone in Unity, and disabled the original head so it doesn't show at the same time.

    Now, the character can perform walking and other animations as normal, and we can trigger facial animations independently while the rest of the body is still animating. This is equivalent to AoP's system, but with a bit more flexibility (the animations in AoP cover the entire body, including the face, so they can't be triggered separately).

    Here, he's playing the default "conversation" animation. Other emotional states are also available, including the "happy" one shown above.
    [​IMG]

    Below is the head model in Maya, showing the bone structure inside his face. Note the meshes are identical, but with the eyes and inner mouth separated from the face.
    [​IMG]

    This means we'll be able to have engaging dialogue between characters without needing to display the talking heads in a separate UI element. Eventually, we could experiment with using the different emotions with certain animations, such as being "angry" while fighting.

    Technically, this also allows heads to be swapped between characters easily, so combined with interchangeable hats, we've got the makings of a fairly robust customisation system.
     
  10. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    That's an amazing step forward compared to stock PotC.
    You managed to sort that out incredibly quickly too. Nice one, @Armada! :cheers
     
  11. Armada

    Armada Sea Dog Staff Member Administrator Project Manager 3D Artist Storm Modder

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    I was surprised that it worked in the first place. xD

    I wasn't sure if the head and bones could be separated from the shoulders without screwing up the animations, but luckily there was a tool for that. If I had tried to use the entire head and shoulders model, it would have been connected to the regular model halfway up the spine, so the head would have swayed away from the body when different animations were playing on the body. That would have looked pretty nasty!
     
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