If you've been following this project for a while, this may seem like reverse progress, but I wanted to go back and redo some areas to sure the general feel and muscle memory came through.
If you've been following this project for a while, this may seem like reverse progress, but I wanted to go back and redo some areas to sure the general feel and muscle memory came through.
It does bring the autowalk doors much closer to the original though.
It does bring the autowalk doors much closer to the original though.
Wanted to finish with something visual, and luckily I found a nice tutorial on how to implement blinking with blendshapes by @evepaints_ -- linked below.
The Shannon model was a commission last year from k_catz on fiverr, briefly shown to the Quest 64 discord.
Wanted to finish with something visual, and luckily I found a nice tutorial on how to implement blinking with blendshapes by @evepaints_ -- linked below.
The Shannon model was a commission last year from k_catz on fiverr, briefly shown to the Quest 64 discord.
There were 2 previous attempts with this with the newer Rigging system, but I learned today that there is just a built-in function for this on the default animator object. Way simpler and just takes a few seconds to set up.
There were 2 previous attempts with this with the newer Rigging system, but I learned today that there is just a built-in function for this on the default animator object. Way simpler and just takes a few seconds to set up.
The stairwell areas are blocked with the lua data, and the stencil issue was just a typo somewhere. The last camera issue is handling collision and closeness, and figuring out why the npcs now talk to you while pouting.
The stairwell areas are blocked with the lua data, and the stencil issue was just a typo somewhere. The last camera issue is handling collision and closeness, and figuring out why the npcs now talk to you while pouting.
Adjusted the animation / IK stuff to play nicely with doors and the new 30 fps sim stuff, but the denser layouts are inviting problems with the stencil door trick from last year.
Adjusted the animation / IK stuff to play nicely with doors and the new 30 fps sim stuff, but the denser layouts are inviting problems with the stencil door trick from last year.
Finished the map data exporter with landmine's help, adding npcs and doors between areas. A common question is "how far do you want the project to get", and every tool like this helps that answer extend further out etc.
Finished the map data exporter with landmine's help, adding npcs and doors between areas. A common question is "how far do you want the project to get", and every tool like this helps that answer extend further out etc.
Unglamourous work to get the monastery data lined up with the npc locations + names exported. Will start blocking out tomorrow, too late tonight etc.
Unglamourous work to get the monastery data lined up with the npc locations + names exported. Will start blocking out tomorrow, too late tonight etc.
About 20m in, I remembered why I kept skipping this one. Added a rock dissolve shader and updated the particle event stuff to take a scaling coefficient. The rolling rock dust is too aggressive atm and overall colors feel mushy.
About 20m in, I remembered why I kept skipping this one. Added a rock dissolve shader and updated the particle event stuff to take a scaling coefficient. The rolling rock dust is too aggressive atm and overall colors feel mushy.
The decal thing from magma ball would make it easier to do a dirt trail from the original's sliding rock animation, but the current placeholder has grown on me. Maybe there's another place to use this one.
The decal thing from magma ball would make it easier to do a dirt trail from the original's sliding rock animation, but the current placeholder has grown on me. Maybe there's another place to use this one.
Spent the majority of today's time matching brian's rotation to the fps vs. the original 30 fps sim, but then realized that recording this would not show anything -- "rtx on" etc.
So instead I tied the animator to the sim, and it now does the spin thing.
Spent the majority of today's time matching brian's rotation to the fps vs. the original 30 fps sim, but then realized that recording this would not show anything -- "rtx on" etc.
So instead I tied the animator to the sim, and it now does the spin thing.
This was one of the trickier ones to date, and was the first to require 2 unique shaders -- a wobbly lava one and a decal to let me partially "reveal" a lava texture in the travel path.
Also thinking of doing an october recap vid, lmk if interested.
This was one of the trickier ones to date, and was the first to require 2 unique shaders -- a wobbly lava one and a decal to let me partially "reveal" a lava texture in the travel path.
Also thinking of doing an october recap vid, lmk if interested.
The color profile of this one has been odd, with the streak things being a mix of red, yellow, and pink. I have a semi-functioning lava shader, but I'm not sure if it's needed.
Complementing it on bare ground always feels hard.
The color profile of this one has been odd, with the streak things being a mix of red, yellow, and pink. I have a semi-functioning lava shader, but I'm not sure if it's needed.
Complementing it on bare ground always feels hard.
Sped up the main motion after being surprised at how fast the original animation is. Agreed with ratdev's comment yesterday about it looking more like lava, so I added some of the fire 1/2/3 trail sprites and adjusted the color some.
Sped up the main motion after being surprised at how fast the original animation is. Agreed with ratdev's comment yesterday about it looking more like lava, so I added some of the fire 1/2/3 trail sprites and adjusted the color some.
Trying to use the particle system as much as I can, along with a pretty versatile shader from the Hovl kits for the base pillars. Cutout feels to aggressive atm.
Trying to use the particle system as much as I can, along with a pretty versatile shader from the Hovl kits for the base pillars. Cutout feels to aggressive atm.
Recorded and studied the Fire Pillar visual today and I will probably end up doing a fully scripted visual for this. I think without the little shuffling motion it does in the middle, Unity's particle system could get pretty close though.
Recorded and studied the Fire Pillar visual today and I will probably end up doing a fully scripted visual for this. I think without the little shuffling motion it does in the middle, Unity's particle system could get pretty close though.
Thursdays are long work days for me, so I played around with an alternate idea for rolling rock 2 where it uses two rocks that crisscross.
It's always felt a little underwhelming as the highest damaging earth spell.
Thursdays are long work days for me, so I played around with an alternate idea for rolling rock 2 where it uses two rocks that crisscross.
It's always felt a little underwhelming as the highest damaging earth spell.
Given the last few math heavy days, I wanted to take a break and check off one of the remaining spell visuals. Was also a good opportunity to make sure things still behaved after all the camera work.
Given the last few math heavy days, I wanted to take a break and check off one of the remaining spell visuals. Was also a good opportunity to make sure things still behaved after all the camera work.
The basic follow cam is starting to get there, but I'll need to sit down and work out a solution for the 30-fps magic numbers for a variable fps environment.
Also didn't realize that the quest follow cam has npc avoidance!
The basic follow cam is starting to get there, but I'll need to sit down and work out a solution for the 30-fps magic numbers for a variable fps environment.
Also didn't realize that the quest follow cam has npc avoidance!
Spent most of the day off on working through the decomp site for the default / follow camera, then started the process of going from C -> unity.
As usual, the first stab did not work at all, but it gives me something to noodle on at work.
Spent most of the day off on working through the decomp site for the default / follow camera, then started the process of going from C -> unity.
As usual, the first stab did not work at all, but it gives me something to noodle on at work.
I was feeling pretty good about this until I opened unity and realized I'd given him an airplane pillow. Will table this and resume camera work tomorrow.
If anyone with some modeling XP wants to take a stab at this, ping me on discord @schooliedee
I was feeling pretty good about this until I opened unity and realized I'd given him an airplane pillow. Will table this and resume camera work tomorrow.
If anyone with some modeling XP wants to take a stab at this, ping me on discord @schooliedee
I have a rough version of the Quest 64 movement system being simulated at the original 30 fps (reusing the projectile sim approach), and it's starting to feel a little closer.
Was a big relief to finally see the walking + spin behavior for slow U-turns.
I have a rough version of the Quest 64 movement system being simulated at the original 30 fps (reusing the projectile sim approach), and it's starting to feel a little closer.
Was a big relief to finally see the walking + spin behavior for slow U-turns.