Pathfinding progress
Haven’t got a movie this time, but I have worked with path smoothing for the units and trying the fix the collision problem. Have also fixed some minor pathfinding bugs. Hopefully there will be a movie next time.
//Markus
Haven’t got a movie this time, but I have worked with path smoothing for the units and trying the fix the collision problem. Have also fixed some minor pathfinding bugs. Hopefully there will be a movie next time.
//Markus
All components of the defensive behaviour has now been implemented. It’s not perfect yet and need lots of testing, but I will have time to deal with that later.
One quite big thing left is to make a proper priority system for zones under attack. How many units should be deployed to stop enemies taking over one of the zones one team has? Wich of the zones have the highest strategic value?
I’m thinking of using the already implemented priomap that the team uses for take-over-prios to determine the strategic value. By doing it this way the strategic prio will change with the teams alignment. Also the prio will affect the size of the counter-team trying to prevent an hostile-take-over. This counter-team will consist of a part of the aggressive units. A part determined by the main-teams defensiveness.
I’ve also planned to implement all unit-upgrades into the AI before tuesday next week.
I’ve got three upgrade priorities done, but there are much more to implement. But it’s quite easy work, so I shouldn’t fall behind schedule.
//Bo
Apparently there’s something wrong with our SVN server login, so this post wont have any visual content;(
Here’s what I’ve been up to since last time (still working on our “normalguy”);
*Normalmap finnished.
*Ambocc baked.
*Cavity map baked.
*3 LOD levels (5100, 2600, 1150 tris)
*Began diffusemapping.
/Martin O
Machete/Kukiri and Rocketlauncher done :)


And yes the occlusion on the rocketlauncher is brownish, great idea martin o
//Martin S
Here is the explosion effect for the rocket launcher.