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Resident Evil clone made in Unity Javascript teaser

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  • VirusPunk
    replied
    Originally posted by Gemini View Post
    A couple suggestions: Psx games run @25 fps only on PAL consoles, otherwise it's 30 fps. For weapons, you need to increase the speed at which frames are interpolated . On regular animations it takes usually 8 frames, but for weapon aim changes it's only 4.
    I'll change it to 30 FPS. Yeah, Bio pointed out how the knife interpolation is a bit slow, will definitely fix that.

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  • Gemini
    replied
    A couple suggestions: Psx games run @25 fps only on PAL consoles, otherwise it's 30 fps. For weapons, you need to increase the speed at which frames are interpolated . On regular animations it takes usually 8 frames, but for weapon aim changes it's only 4.
    Last edited by Gemini; 09-28-2015, 05:33 AM.

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  • VirusPunk
    replied


    New video showing off a bit of new and rewritten old features.

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  • Lanzagranadas
    replied
    Originally posted by VirusPunk View Post
    Looks way smoother now with interpolation between states, it's looking pretty solid so far.

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  • Ultimacloud123
    replied
    Hey Viruspunk, where did those bg come from? I know biohazard star made it however I never saw it posted.

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  • VirusPunk
    replied
    I rewrote the movement code to utilize the gamepad and PS1-esque controls, and improved the animation interpolation. It seems rewriting it to utilize gamepad controls improved the gliding effect a bit, and obviously the animation cross fading makes it look much better. Still some stuff that needs adding. Demonstrating biohazard_star's latest cruise ship hallway:

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  • Gemini
    replied
    Originally posted by VirusPunk View Post
    TBH, I never really ever noticed it before, I had always assumed the speed was a constant value for each of the different conditions, but I guess I need to fire up 1.5 again and double check, or does your advise only pertain to the RE2 movement/animations?
    It's not constant in any RE game. In 1 and 1.5 speed is mostly calculated with transformed coordinates of specific skeleton nodes; it calculates the difference in 3D space between two frames, calculates the difference and adds it to the current position [note: sometimes it adds some extra values along the way]. RE2 relies on the same trick in a few occasions, but generally it implements pre-baked speeds for optimization (matrix operations can be quite the strain on an old processor), while at other times speeds are used as a reference.
    Last edited by Gemini; 09-20-2015, 06:16 AM.

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  • VirusPunk
    replied
    Originally posted by Gemini View Post
    Time for some more constructive criticism: you're in desperate need of speed values there. Your problem is that you seem to be using constant values for speed/acceleration, which is not correct and makes your characters look like they're skating on the floor. In order to parse them correctly, on frame 0 of an animation you read speed, store it somewhere, rotate and add to the position. From frame 1 on, you subtract the previous speed with the current one and keep on adding+rotating to the entity position.
    TBH, I never really ever noticed it before, I had always assumed the speed was a constant value for each of the different conditions, but I guess I need to fire up 1.5 again and double check, or does your advise only pertain to the RE2 movement/animations? Lot of the script has to be/is going to be rewritten, as there's quite a bit of flaws in the movement code ATM. When comparing it to 1.5 running, there was alot of "well oops, that isn't right" moments.

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  • Gemini
    replied
    Time for some more constructive criticism: you're in desperate need of speed values there. Your problem is that you seem to be using constant values for speed/acceleration, which is not correct and makes your characters look like they're skating on the floor. In order to parse them correctly, on frame 0 of an animation you read speed, store it somewhere, rotate and add to the position. From frame 1 on, you subtract the previous speed with the current one and keep on adding+rotating to the entity position.

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  • VirusPunk
    replied


    This is just a test / proof of concept showing off a working cutscene for an opening of a boss battle with the tyrant and Wesker from RE: DS playable.

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  • Mikhail
    replied
    ^ I think the crude low bit rate artwork is part of it's charm just like Dragon Lair.

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  • blackpower
    replied
    VirusPunk , Gemini = Is it possible to create a remake of the first alone in the dark, using the motor of resident evil, would it be fantastic if you/he/she is created?
    Last edited by blackpower; 09-01-2015, 08:40 AM.

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  • Gemini
    replied
    Originally posted by VirusPunk View Post
    The interpolation.
    The interpolation seems mighty fine now. Now you need to look into the way Leon slides on the floor, which is completely computed by the engine and mostly hardcoded with joint IDs. The trick is to build a transformed matrix with the hierarchy for a foot, so start from the hip and go all the way down to the foot, then subtract the previous transformed xz values and the temp ones, finally add the result to the current position of your Leon object (i.e. Leon_pos_x += previous_x - temp_x). If you did everything correctly, you should have around 5 matrix multiplications.

    For now I figured out how to port rooms myself from BIO1 with the cameras and boundaries aligned to Unity's jumbled up 3D axis.
    It's more like a coordinate system with left handed projection and the up vector pointing to Y=1.0. The PlayStation is right handed and up points to Y=-1.0. Chances are Max uses yet another coordinate system, something like up Z=1.0. As for RE1 rooms, you're gonna need a lot of patience; they're are a hilarious collection of messy standards that aren't even consistent with each other. If I were you, I'd check RE2 and 3 - both have way less crazy bat shit.
    Last edited by Gemini; 08-27-2015, 11:35 AM.

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  • VirusPunk
    replied
    Originally posted by Gemini View Post
    You mean the interpolation or the player having weird placement? The former is easy to fix if Unity is smart enough to perform interpolation, the latter not much. CAPCOM's code does a lot of screwy stuff when it comes to setting the model position: it actually calculates foot magnitude and moves the root to simulate a "stable" position. Add to that the fact that feet can be different depending on the current character or weapon and you have the recipe for messy goo code.
    The interpolation. For the most part the models are exported as they should be from Capcom's engines. We're going to have a direct PLD/EMD complete with animations importer in the near future (by we, I mean mortician and I) once we get the RDT importer out of the way. As opposed to releasing the source code with Capcom assets, we want to give people the ability to just direct import data from RE without much hassle on their own accord.

    For now I figured out how to port rooms myself from BIO1 with the cameras and boundaries aligned to Unity's jumbled up 3D axis. As well as implemented an on the fly weapons changing system, aiming and attacking with hit detection, etc. At this current stage it is still crude, but making swift progress.

    Update: Teaser #2:
    Last edited by VirusPunk; 08-27-2015, 07:29 AM.

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  • Gemini
    replied
    Originally posted by VirusPunk View Post
    The animation transitions between between the aiming actions are a bit jumpy as well, so I'll have to fine tune it before I post another teaser video. ;)
    You mean the interpolation or the player having weird placement? The former is easy to fix if Unity is smart enough to perform interpolation, the latter not much. CAPCOM's code does a lot of screwy stuff when it comes to setting the model position: it actually calculates foot magnitude and moves the root to simulate a "stable" position. Add to that the fact that feet can be different depending on the current character or weapon and you have the recipe for messy goo code.
    Last edited by Gemini; 08-26-2015, 08:50 PM.

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