SamuZai
versusxstudio
versusxstudio

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Meguido's Report #5

Hello there!

Meguido here once again after some problematic times.

Yeah, as Versus X mentioned in one of his latest posts, some "problems" have been accusing us. RL stuff that kept us away from our work. And I personally have been unable to use the pc for some days due to some problems with it (this dinosaur's era pc is getting troubled to run even the browser...)

So basically this one should be short:

But as I mentioned in my previous report, I've been doing the stuff I said in there. The shooting mechanics is redone now using a line trace instead of a projectile component. After some testings with this new system, it's working as expected so far.

Also took the time to add collisions with the water for the shots with its impact particles. I did this while was adding the collisions with the zombie too. So right now the zombie receives shots and generates blood impact particles but still no impact reactions implemented yet.

I also just ended fixing a new problem with getting items where if two or more items are close together and you pressed the button to get one after another without waiting for the animation of getting one to end, the character would get stuck and you'd lose the control over it only being able to pause & quit. That's been fixed rather easy, just by adding an event to fire up when the animation is about to end to set a variable to false (that same var is set to true when you press the button to get an item). So no matter how many times you press the button to get a new item now because I added a check to see if the var is false and then and only then you'll be able to get a new item.

I also mentioned way back when we released the videos, that Jill was a WIP model. Due to its size compared to the zombie I decided to start working on the new version, instead of adding the IA to the zombie and making animations for it that won't fit once the Jill model gets updated. The model is already done and imported with all its morphs and LODs. But it's still not implemented as playable and no physics added yet. But this is like the final version will be, the only thing that remains to be done in terms of modeling for her is to make a better hair. So instead of calling this Jill 2.0, it's better to call her Jill 1.5 (maybe 0.5 just for the hair is too much but w/e xD).

But then again when I added this new Jill, found that the zombie remains too small compared to her. So decided to update the zombie aswell. The process for this was pretty straightforward but still time consuming: Import the fbx into the modelling program -> save weight maps -> detach mesh from the rig (losing everything, even the morphs) -> change the size of the mesh -> change the size of the rig to match -> change the size of every copy of the mesh (the morphs) to match -> freeze the new scale value to change it back to 1.0 but maintaining the new size -> bind the mesh again to the rig -> load the weight maps previously saved -> add again all the morphs -> to finally export again as fbx. This I did for every LOD aswell as for every part of the model (body mesh, tshirt mesh and genital mesh <- yeah I did this as a separate mesh I still dunno why xD). Oh I forgot to add that I also have to retarget the animations to its new size and reimport everything back again to UE4.

Well and I think that's been pretty much it. Now I have to make some research to find the best way to make the zombie "attacks", have some ideas already but need more info on them. That should be the next task I'll focus on aswell as making some basic AI I guess. But I also need to make some new addons on Jill's programming to add her the abilitty to jump over obstacles... What is more important right now? In which one should I focus first?

I'd like to mention that the next Screenshot Saturday about Bioasshard will be private because I'd like to show something about the new Jill version, and because Patreon doesn't allow us to show that kind of "content" to everyone but Patrons. This said, probably it won't be the next Screenshot Saturday because I still some job to do to show that.

Well that's all for now, I'd like to say that it won't take this long again to publish a new report but I would be lying because I don't really know to be honest.

See ya everyone next time!


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