Thursday, December 8, 2011
Using Object Lists to simplify things.
Here are some screenshots of me using object lists. The object lists are labeled accordingly and each object list contains pathnodes of each area. Then those named object lists are then referenced with named variables in each of the waves.
Wave Structure.
This is how each wave will be setup. Instead of checking the wave number by adding one to the integer value i will instead just set the integer value to the wave number. This way I can still do a check to change events in correspondance to the wave number. The screenshot will show the base structure, as every wave will be scripted and all will be unique. Not just a simple adding more enemies kinda thing. I dislike that.
As you can see all of the 50 waves will be in sequences and remote events will be called to activate each wave. This will help keep things nice and clean.
Side note. Some of the waves have had more work done. If you look under the sequences you can see "Wave 2" has a total of 26 nodes. This is because this wave has some enemies functioning and spawning now.
Sunday, December 4, 2011
I got a new way to do the wave system, it will be more effecient.
Instead of doing a check and making sure whether or not the waves number is going up. (Since every wave will be unique and not just a simple add more enemies here). I will be setting the wave number at the beginning of each wave, this will help tidy up all of the kismet and will use up less space, memory etc.
Ill have some screenshots in a day or two to show what I mean.
Sidenote, im currently up to wave 10 on the structure of the waves system. From here it will be smooth sailing, once the structure is set up its a matter of copy and pasting the constant things in each wave. (The wave announcements and timers.)
Ill have some screenshots in a day or two to show what I mean.
Sidenote, im currently up to wave 10 on the structure of the waves system. From here it will be smooth sailing, once the structure is set up its a matter of copy and pasting the constant things in each wave. (The wave announcements and timers.)
Wednesday, November 30, 2011
Waves system kismet.
Heres the first five waves setup. There will be a total of 50 waves total. After the check to see wave number it fires off the remote event. Which are in the sequences. More later.
Sunday, October 30, 2011
Set up some simple script work.
Worked on some kismet, this is a simple wave system for the game. Its pretty simple right now and kind of a mess. I havent gotten around to attaching everything to remote events. Im gonna be doing some more work on this as the level is nearly blocked out.
Wednesday, October 19, 2011
Wednesday, October 12, 2011
More blocking out done in 3ds max. Enjoy some screenshots.
Tuesday, October 4, 2011
Did some work with the moon.
I apologize if the screenshots are a tad bit dark but i didnt have time to brighten them up. Theres a few things id like to do to tweak the moon a bit. But i think its an excellent start and really helps the mood and feeling to the outdoor area. This will work just fine for quite some time until more important things are done.
Monday, October 3, 2011
Lightshafts/God Rays.
Tonight I worked on just some simple fun things, one of those being lightshafts. I enabled them for the dominant directional light and toggled with a few settings for it. As well as changed some parameters for the skydome in the material instance. I finally got a decent looking lightshafts and it looks rather cool running through the woods. I also made one minor adjustment with the postprocess, just added a slight desaturation to give a little more of an old feel. I think tomorrow ill work on a decent moon instead of this gradient style moon. This moon does not do justice in my opinion. After the moon ill start modeling out some more of the house as i need to finish that ASAP.
More Soon.
Oh yea and lighting wasnt built for this.. Dont have time to wait for that to build, tomorrow most likely along with the other changes.
More Soon.
Oh yea and lighting wasnt built for this.. Dont have time to wait for that to build, tomorrow most likely along with the other changes.
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| WIP - LightShafts and slight scene desaturation |
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| WIP - LightShafts and slight scene desaturation |
Vertex Painting And Modeling house in 3ds max.
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