![]() |
| Click on the picture to open the webplayer demo |
Monday, 6 April 2015
My Räikkönen model in Unity game engine (web player demo)
So I made some tweaks on the model, like I added alpha tested hair. It was easier than I thought. Also I removed the original hair and hand drawn the whole hair from scratch. Hair color and a few things are still not perfect, but it's a nice progress. How the model will look in Killing Floor with the new hair? I don't know, but I have a bad feeling about that. I mean the the lighting is not that good in Unreal Engine 2.5, so it makes me worry. The hair looks really bad in 3ds max too (with vertex lighting, and no ambient light but it's actually not that surprising).
Sunday, 5 April 2015
My first Killing Floor character: Kimi Räikkönen
Finally! Somehow I did it. Thanks for TWI Forum members for trying to help me out! So it works finally. It's still not finished completely, but it works with ServerPerks mutator. Fantastic!
So finally, it looks like I can make custom character models for Killing Floor. I am planning to create three more characters then who knows, maybe even more.
What I would like to fix is the face itself, and the hair. Also there are seam problems yet to be fixed. I wish I could make normal map for the models, but Unreal Engine 2.5 doesn't support it. Perkele!
It looks way better in Unity game engine with custom normal map for cloth folds and other details. But I am OK with it. Maybe I'll bake the normal maps into the texture, so it won't look that flat.
It is / was a good little project to learn a few new things about Unreal Engine and modelling in general. There were things like UV unwrapping and skinning that I didn't really like to do, but it's actually easy and fun. I learnt new techniques that help to speed up the workflow by a lot. For example, I know, how to fix texture seam errors thanks to this amazing and simple tutorial.
I still need to improve, and I will!
![]() |
| Perk selection screen with my model |
What I would like to fix is the face itself, and the hair. Also there are seam problems yet to be fixed. I wish I could make normal map for the models, but Unreal Engine 2.5 doesn't support it. Perkele!
It looks way better in Unity game engine with custom normal map for cloth folds and other details. But I am OK with it. Maybe I'll bake the normal maps into the texture, so it won't look that flat.
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| There are "things" behind me and I don't give a shit... |
I still need to improve, and I will!
Labels:
Character model
,
KF
,
KF character
,
Killing Floor
,
Kimi Räikkönen
,
Unreal Engine
Castlevania - Dracula X Chronicles teszt (PSP)
2007-ben PSP-re megjelent a Castlevania Dracula X Chronicles (későbbiekben csak DXC), mely az eredetileg csak Japánban kiadott Rondo of Blood 3D-s remake-je. (Később Virtual Console-on megjelent más területeken is, de az 1993-as kiadásakor csak Japánban volt elérhető.) Richter Belmont felveszi a harcot a sötét nagyúr Drakulával és társaival hogy megmentse barátnőjét Annette-et és végleg elpusztítsa Drakulát.
Labels:
Belmont
,
Castlevania Dracula X Chronicles
,
Dracula
,
DXC
,
játékteszt
,
Maria Renard
,
Richter Belmont
,
SotN
,
Symphony of the Night
Thursday, 26 March 2015
My first Killing Floor character!
I am working on my first Killing Floor character. It's actually almost done. Model, texturing and skinning are all acceptable, but there are still things that I am not happy about. It's not easy to make a character based on not so good reference images, but I tried my best. He's somewhat recognizable. But I need to work more on both the textures and model.
OK, so my character is... *drumroll*
Kimi Räikkönen!
OK, so my character is... *drumroll*
Kimi Räikkönen!
![]() |
| Character added by the modification of Braindead's Stig character mutator. |
Labels:
3ds max
,
Custom Character
,
Ferrari
,
Formula 1
,
KF
,
KF character
,
Killing Floor
,
Kimi
,
Kimi Räikkönen
,
Photoshop
,
race driver
,
Räikkönen
Wednesday, 4 March 2015
I love retro!
Ah, those good old days with the NES (more like chinese FamiClone)... Batman, Super Mario Bros., Battle City, Super Spy Hunter, Mission: Impossible... long list. I still go back in time to relive some of those awesome games. And I like doing pixel art... Well, I suck at it, but I try! So I always wanted to make my NES style game... And it's in progress.
Friday, 13 February 2015
Friday...
It's friday... a regular friday... but looking at the calendar, it looks like it's not that regular, because it's... Friday the 13th! And for the occasion I am playing with the NES game with the same name based on the Friday the 13th franchise.
I had the game as a kid. I found it scary. I have never beaten this game. I didn't even beat Jason once. I had no idea, what to do. But I did my research. Also, since that, I tried the game several times on emulator. So I got more familiar with it.
It's a really bad game... hey, no, it's not! Actually it's a pretty good and complex game. It needs patience, some research and many trials and errors. But it's beatable and fun, if you know what to do.
Try #1
DAY 1
DAY 2
DAY 3
MISSION STATUS: FAILURE
Last survivor: Debbie
Try #2
DAY 1
DAY 2
DAY 3
MISSION STATUS: FAILURE
Last survivor: Paul
I just gave up after many not mentioned try. I watched the first movie instead...
Retrying the game 1 month later...
I had the game as a kid. I found it scary. I have never beaten this game. I didn't even beat Jason once. I had no idea, what to do. But I did my research. Also, since that, I tried the game several times on emulator. So I got more familiar with it.
It's a really bad game... hey, no, it's not! Actually it's a pretty good and complex game. It needs patience, some research and many trials and errors. But it's beatable and fun, if you know what to do.
Try #1
DAY 2
DAY 3
MISSION STATUS: FAILURE
Last survivor: Debbie
Try #2
DAY 2
DAY 3
MISSION STATUS: FAILURE
Last survivor: Paul
I just gave up after many not mentioned try. I watched the first movie instead...
Retrying the game 1 month later...
Labels:
Friday the 13th
,
Jason Voorhees
,
Little rainbow of shit
,
LJN
,
NES
Thursday, 23 October 2014
Moments of frustration! What the hell am I supposed to do?!
Oh dear...
Just started to continue my racing game project. Finally I found some great setups for wheel colliders. Even without coding, it worked pretty well, but using some codes to dynamically edit the friction values of the wheel colliders could do some wonderful things. BUT!
Everything went way too nicely. Dark clouds gathered over my head... It was the calm before storm... After happily playing with the car and break some record lap times I decided to use the fake anti-aliasing script. It doesn't work in the editor for some reason. I mean the reason is that v-sync doesn't work, so it can't run with fixed 60 FPS. So I decided to build a webplayer version. It has been started. The great work. My creature... my child... my new experiment... I was so excited!
After some long second... it was born! I had to check it out. I started to run the webplayer build locally and... something went wrong! What happened to it?! Why did that happened?! WHY?!
It was horrible. A horrible, distorted creature. Two wheels were missing. No, not just that. Even its chassis wasn't there. How could it happen? Calm down... calm down... I told myself.
Let's go back to Unity editor. Nothing can be wrong, right? It must be a problem with the web player build. I was sure about it. I had similar problem back then, when in the editor, everything was perfect, but in the WebPlayer build something was wrong. Something was wrong... something was wrong! Even in the editor! I... I was confused... I am confused! It was working perfectly before!
I saw errors. Failures. I don't know why? What happened, what changed. I tried different things to fix it, but I don't really know, what's the problem?
!CompareApproximately (SqrMagnitude (q), 1.0F)
UnityEngine.Quaternion:Euler(Single, Single, Single)
transform.rotation assign attempt for 'WheelFR' is not valid. Input rotation is { NaN, NaN, NaN, NaN }.
UnityEngine.Transform:set_rotation(Quaternion)
What? Why?! It's at the two wheels. But I didn't change a thing at the coding part and they use the same code. So what's the difference? What don't they work as the other wheels? Oh, anyway, all the wheels and the chassis are at place. So it's different than the webplayer build. But the result is still the same.
Other error, when WheelColliders reach the road.
transform.position assign attempt for 'GenericCar' is not valid. Input position is { NaN, NaN, NaN }.
Not A Number... REALLY?! WHY! I read about that division by 0 can cause this, but I don't do that. As far as I know. Where the errors point, there is no division. Can it be because of a glitch in Unity 4.6 beta? I updated to the latest beta and it still doesn't work... *sigh*
I am confused. The creature I created is a failure. It's not complete. It's abnormal. It's an anomaly... What am I supposed to do?!
Just started to continue my racing game project. Finally I found some great setups for wheel colliders. Even without coding, it worked pretty well, but using some codes to dynamically edit the friction values of the wheel colliders could do some wonderful things. BUT!
Everything went way too nicely. Dark clouds gathered over my head... It was the calm before storm... After happily playing with the car and break some record lap times I decided to use the fake anti-aliasing script. It doesn't work in the editor for some reason. I mean the reason is that v-sync doesn't work, so it can't run with fixed 60 FPS. So I decided to build a webplayer version. It has been started. The great work. My creature... my child... my new experiment... I was so excited!
After some long second... it was born! I had to check it out. I started to run the webplayer build locally and... something went wrong! What happened to it?! Why did that happened?! WHY?!
It was horrible. A horrible, distorted creature. Two wheels were missing. No, not just that. Even its chassis wasn't there. How could it happen? Calm down... calm down... I told myself.
Let's go back to Unity editor. Nothing can be wrong, right? It must be a problem with the web player build. I was sure about it. I had similar problem back then, when in the editor, everything was perfect, but in the WebPlayer build something was wrong. Something was wrong... something was wrong! Even in the editor! I... I was confused... I am confused! It was working perfectly before!
I saw errors. Failures. I don't know why? What happened, what changed. I tried different things to fix it, but I don't really know, what's the problem?
!CompareApproximately (SqrMagnitude (q), 1.0F)
UnityEngine.Quaternion:Euler(Single, Single, Single)
transform.rotation assign attempt for 'WheelFR' is not valid. Input rotation is { NaN, NaN, NaN, NaN }.
UnityEngine.Transform:set_rotation(Quaternion)
What? Why?! It's at the two wheels. But I didn't change a thing at the coding part and they use the same code. So what's the difference? What don't they work as the other wheels? Oh, anyway, all the wheels and the chassis are at place. So it's different than the webplayer build. But the result is still the same.
Other error, when WheelColliders reach the road.
transform.position assign attempt for 'GenericCar' is not valid. Input position is { NaN, NaN, NaN }.
Not A Number... REALLY?! WHY! I read about that division by 0 can cause this, but I don't do that. As far as I know. Where the errors point, there is no division. Can it be because of a glitch in Unity 4.6 beta? I updated to the latest beta and it still doesn't work... *sigh*
I am confused. The creature I created is a failure. It's not complete. It's abnormal. It's an anomaly... What am I supposed to do?!
Labels:
!CompareApproximately
,
error
,
I am Error
,
NaN
,
problem
,
transform.position assign attempt
,
Unity error
,
wheel collider
Wednesday, 15 October 2014
Cheapest anti-aliasing ever!
Did you play Gran Turismo on PSP? If yes, you may know, that games uses a very simple,
efficient, and acceptable quality anti-aliasing method. What does it do
exactly? It moves the camera in every second frame one pixel right
and up. That's it!
Labels:
AA
,
cheap anti aliasing
,
Gran Turismo
,
Gran Turismo PSP
,
GT
,
Polyphony Digital
,
PSP
,
Racing
,
Unity 3D
,
Unity mobile antialiasing
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