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As low poly as possible to allow for many on screen at once.
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He has an animate-able mouth with teeth planes.
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The Ray gun he carries around.
 
 
Advanced Elevators!  What I needed was an elevator with call switches at the top and bottom floors. The switches shouldn't work while the elevator is moving. They should have a dynamic texture depending on which floor the elevator is on. Running onto an elevator at rest should automatically flip the switch.  If the player is under an elevator coming down, it should flip the switches and reverse direction (at least, until I figure out how to make it crush the player.)

Here is how you do it:


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Holy Guacamole!
 
 
I've cleaned up the interface, so the JKL level converter is ready to be used!  If anyone finds any bugs, be sure to let me know so I can fix them.

Remember to press F1 to see exactly how to use the program.
 
 
I don't particularly care for brush editing in the UDK.  It's slow and cumbersome to drag around and re-size a builder brush.  Want swim-able water? You have to not only make the level geometry, but also water volumes, and post-process volumes for the underwater effects.

In the old days things were so much simpler. Just extrude and cleave your geometry, assign sector flags and you are done.

Then I found out the editor can import text based level files.  I set out to write a level converter, which would allow me to make level geometry in an older,  easier to use level editor.  Here is the result!

It works perfectly!  The converter does a few things:
  • Imports all of the level geometry
  • Scales the geometry to equivalent UDK units.
  • Creates water volumes from water sectors.
  • Creates post process volumes for underwater effects, and sector tint effects.
 
 
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What it may look like in-game.
Finished up the high detail rocket launcher model which I will use to generate normal maps.

The design is based off of a low poly model and concept art I made in 2007!
 
 
Check out this beast of a weapon.
 
 
Well, it's been a while, but Membrane continues active development.  I've decided to start a video developer log to show what I've been doing. Check out the video for some actual game-play! Oh yeah, and weapons.


All sounds are temporary placeholders.

Feature log:

-Decided to use the Unreal Engine 3. (Learning as I go!)

-Melee / Fists weapon modeled.  (Very) Basic scripting done. Punch things!
-Auto Pistol modeled, textured, animated, scripted.
-Shotgun modeled, textured, animated, scripted.
-Double Barrel Shotgun modeled, textured, animated, scripted.
-Various ammo pickups created.

-Added place-able weapon pickup support.
-Custom player model in game with all major movement animations.
-Key Toggle-able third person camera.
-Other bug fixes, including a resolution specific weapon offset "bug" that had to be fixed before I could record the video. blah!

 

Playa

11/13/2011

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I've been hard at work on the  player model for the game: It is completely modeled and textured. Check out the video! A lot of the detail is lost in the YouTube compression, so here is also an image.

 
 
So after kicking around a few options, I've finally settled on the name of my game: Membrane.

I also had a cool idea for the logo. Unfortunately it also took forever to draw.  Seriously.

FOREVER.

Here it is. Click the pic for a larger version.

 
 
This guy flies around and fires a pretty nasty energy weapon.
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He's so happy.