Friday, April 30, 2010

HUD 101

A quick whip up of the obstacles section of the HUD, just quickly made for testing purposes (no need to look at log to see health of obstacles). The end result will be somewhat like this, or perhaps only show those which are vulnerable (designers choice). Currently each obstacle within the map is shown on the HUD with a health bar and an image of the obstacle (images are chosen in the editor for each obstacle, if no image is chosen a default full black square is shown instead). Images can be any size but must be square and 2pow (128*128, 256*256, etc). Now, to get the lighting issue working ...

Thursday, April 29, 2010

Catapulter - no shader - Mark 2

Darkened lower area
Made inking opaque so less black, more fleshy
added side burns...looks like Ringo Star
Textured teeth
Fixed some UV lines
Added some texture to hair, but can't really see

Wednesday, April 28, 2010

Sunday, April 25, 2010

Wednesday, April 21, 2010

Saturday, April 17, 2010

Ok I've fixed both the respawn and class selection problems and am now on the home stretch to finish the class system (excluding stats and balancing, weapons, meshes, etc).

Monkey 'Barrel' Magic

Saturday, April 10, 2010

After weeks of working on the class system for the mod, it's nearing completion but there are still 2 major problems. First is that because of the way either the Unreal Engine or UT3 has been built, things are initialised in an order that causes problems for me and means that the first time you spawn you're stuck in which ever class is assigned number 0. The second problem is that for some reason after you die you can't respawn. Once these problems are overcome however things should power ahead.

Tuesday, April 6, 2010

Sunday, April 4, 2010

PropDropper update

As of now, the prop dropper looks like the following image. Props now spawn on the ground and can be thrown around as physics objects. There are just some slight scale tweaking to be done (the totem is huge) and perhaps some dynamic lighting/shadow issues that will reveal when textures are applied. But hey, now we have some comfy armchairs to sit on :D !