KrisRedbeardThis is a demonstration of the true first person viewpoint, face/head tracking and the code behind it. All assets (level, models etc) are the default ones that come with the Unreal Development Kit (http://www.udk.com) and I take no credit for them.
* Runs on March 2012 version of UDK. * Fixed replication issues. * Fixed swimming animations. * Fixed being in vehicle. * Added support for Seeing Machines FaceAPI. (http://www.seeingmachines.com/product/faceapi)
UDK True First Person demo 2012-03KrisRedbeard2012-04-04 | This is a demonstration of the true first person viewpoint, face/head tracking and the code behind it. All assets (level, models etc) are the default ones that come with the Unreal Development Kit (http://www.udk.com) and I take no credit for them.
* Runs on March 2012 version of UDK. * Fixed replication issues. * Fixed swimming animations. * Fixed being in vehicle. * Added support for Seeing Machines FaceAPI. (http://www.seeingmachines.com/product/faceapi)Death to the death door!KrisRedbeard2019-11-12 | Testing breaching charge on a dedicated server.
Got sick of current chunk system not working correctly. Was especially noticeable with the death door Power Station seen in this video. The destroyed version of the door would spawn, but not fly off in any particular direction, leaving players unable to see, while the AI could.
Swapped that off for a destruction mesh instead, similar to how windows are currently handled. Not what we wanted, but its functional.GB ZooKeeperKrisRedbeard2018-07-09 | Quick rundown of ZooKeeper - the admin and server management tool made for Ground Branch.GB Pre-recorded voice/radio messages + user menusKrisRedbeard2018-06-28 | Finally got around to actually using the character voice system that was put in place literal years ago. Big thanks to Fatmarrow for allowing me to use his voice as for testing.
The user menu system was added to make it easy for anyone to change the order and setup. Shown here is the simple linear based menu that uses num keys 1-0. A radial version will be supported as well.GB Grenade ArcKrisRedbeard2018-05-29 | In an effort to make grenades suck a bit less, we've added a visible arc to show where they will go. May/may not keep this in, but its certainly helped make them easier to use.GB Glass & Custom Sound Node testing, aka Enter the MatrixKrisRedbeard2018-04-08 | Fiddling with a custom sound node that could access world info. Thought I'd do something useful with it and made it adjust a sounds pitch based on the game speed. Figured it was a good enough time to show off glass a bit.GB AI Aiming - adding some aiming error.KrisRedbeard2018-04-06 | Working on making the AI less accurate by adjust their aim based on angle difference, target distance & target speed.GB sprinting changesKrisRedbeard2018-03-30 | Changed sprinting based on feedback/suggestions. Moving left/right while sprinting will turn whole body, but keep head oriented forward. Turning will turn the head first, with the body catching up shortly there after. This feels better then either normal freelook approach (hard limit or turning body beyond limit).Working on GB AI aiming - start with overkill.KrisRedbeard2018-03-27 | Working on fixing the AI's aiming. The AI controller has to compensate for the offset position of the weapon.Inventory selection system similar to HL2 (Warning: Programmer-Art)KrisRedbeard2018-03-23 | Idea is that all sling points & pouches are shown or what is attached/inside them. Equipping / switching items is done in the usual manner - select item you want to use, press left mouse button.
But since it also list the sling points/pouches when they are empty, you can also put away items too (though that isn't shown here).Pump-Action Shotgun Reload (Warning: Programmer-art)KrisRedbeard2018-03-19 | You were warned.Improved handgun animations.KrisRedbeard2018-03-16 | Took some older handgun animations, combined them with IK and other trickery and saved the results as a new animations. Despite being programmer art, the result is decent enough to use until we get something better.RB Client Widget Input replication exampleKrisRedbeard2018-03-16 | Example of how to replicate input from a widget on a client to affect the server and be show on other clients.RBAnimResearch - Collision, mirroring & basic world interactionKrisRedbeard2017-08-28 | Collisions are determined by on a physics asset proxy of what ever firearm is equipped.
World interaction is simply leveraging the built in two-bone IK system driven by some animation curve data.
Be switching to the Full Body IK plugin provided by Anomotion soon. See: youtube.com/watch?v=emqMVE2gGFwRBAnimResearch - Speed Warping Node #2KrisRedbeard2017-08-11 | Work continues on animation research. This time I used a custom animation modifier to pre-process the animation to add a pelvis alpha curve track. This curve is then used to determine the blend between the location of the pelvis according to the animation and the desired location going by the foot closest to the ground.RBAnimResearch - Speed Warping NodeKrisRedbeard2017-08-09 | ...Modiifed Coherent UI running in Unreal Engine 4.1 15/05/2014KrisRedbeard2014-05-15 | Finally got around to activating the latest version of Coherent UI. First thing I did was port over the input hijacker I was using from the UE4 beta version of the plugin I had created earlier. Worked quite well.
You can take a look at and download the Coherent UI plugin for Unreal Engine 4 at the Coherent Labs website: http://coherent-labs.com/ue4Coherent UI running in Unreal Engine 4 16/03/2014KrisRedbeard2014-03-16 | Been fiddling with Coherent UI in Unrean Engine 4. This is a video of the results so far. Text seems is a fuzzy due to material setup - my bad :(Ground Branch FOV 2013-07-01 (Pre-Alpha)KrisRedbeard2013-07-01 | http://www.groundbranch.com Pre-alpha, subject to change, not representative of final product.
Quick talk about and demonstration of FOV settings in Ground Branch.UDK TFP 2013-03 Oculus Rift EnabledKrisRedbeard2013-06-05 | Demonstration of a "true first person" viewpoint with Oculus Rift enabled.
All assets (level, models etc) are the default ones that come with the Unreal Development Kit (http://www.udk.com) and I take no credit for them.
The code for this verison was essentially ripped from code relating to Ground Branch (http://www.groundbranch.com) and cobbled together with assets from the earlier TFP demo.
It is based on the 2013-03 version of the UDK, with built-in Oculus Rift support. Unlike earlier versions, it is based of GameFramework/UDKBase classes, rather than UTGame.
No, the code is not available, but it will be made available "when its ready". No, I will not make a tutorial.Ground Branch In-Game 2013-04-07 (Pre-Alpha)KrisRedbeard2013-04-07 | http://www.groundbranch.com Pre-alpha, subject to change, not representative of final product. Not sure what changed during the upload, but my voice is strangely quieter...
First in-game movie in a while. A lot of programmer art and missing animations, but it shows progress. A lot of under the hood updates that I can't really show off, unless you fancy staring at a text filled screens.Ground Branch UI 2013-01-26 (Pre-Alpha)KrisRedbeard2013-01-26 | Loadout again, this time focusing on basic player customisation. Still a lot of programmer art, but it is coming along. Main focus was to make it much easier to use. Gone is the need to know what item should be able to attach where. A simple click will bring a list of all compatible items for you to choose from.Ground Branch UI 2012-12-18 (Pre-Alpha)KrisRedbeard2012-12-18 | Weapon customisation in the pre-alpha Ground Branch UI. Just mucking around with it. Hardpoints/rails are a bit rough, but it works well enough.UDK TFP 2012-03 - sprinting, weapon collision & ADSKrisRedbeard2012-04-08 | This is a demonstration of a true first person viewpoint & the code behind it.
All assets (level, models etc) are the default ones that come with the Unreal Development Kit (http://www.udk.com) and I take no credit for them.
Started to go through code, removing stubbs, cleaning up. Part of that process is fixing outstanding issues/annoyances - sprinting & weapon collision problems are one of those annoyances. As such: * New skeletal controller for better sprint 'pose' * New skeletal controllers for better weapon collision * Sprinting/ADS tweaks to support transitioning between the two smoothly.UDK True First Person - demo based on UTGameKrisRedbeard2011-09-07 | Created using default UDK assets as a demonstration of my skill with unreal script and animation trees. All animation changes are done via the animation tree / skeletal controllers.
Includes:
* true first person view
* simple weapon collision
* iron sight / ADS system
* item pickup via key
* sprinting
* walking
* misc bugs
* Bot AI hacks to compensate for view/muzzle direction differences
Work continues on the tactical FPS based on this kind of code... slowly.UDK Face TrackingKrisRedbeard2011-03-27 | To me, head tracking is an awesome addition to games, especially the FPS genre.
In the past, it required the player to wear a little device to reflect IR back to a camera for tracking purposes (TrackIR / FreeTrack).
FaceTrackNoIr (http://facetracknoir.sourceforge.net) removes this limitation by using SeeingMachines FaceAPI to translate face/head movemens into TrackIR/FreeTrack gestures.
While I was mucking arond with this, I came across Torben Sko's work (http://torbensko.com/phd) with Source.
This inspired me to get this technology working under UDK.
What you see is about a days work.
Excuse my ugly mug in the video, but it helps the demonstration.
Hey, at least I'm not naked...UDK True First Person - tutorial responseKrisRedbeard2011-03-14 | Video response questions about a tutorial posted on the UDK forums.
http://forums.epicgames.com/showthread.php?t=765437UDK True First Person + Sway & Breathe SystemKrisRedbeard2010-07-17 | Vid showing inprogess work on a UDK project. Toying with sway and a breathe system combine with the true first person viewpoint. Toned down freeaim angles and other various minor tweaks.
Scale is currently x4 and head scaled to 0 until proper player models are in.
Models/animations borrowed from the awesome Rainbow 6 : RavenShield.
Sounds temp from L.U.R.K - http://www.moddb.com/mods/lurkUDK True First Person + FreeaimKrisRedbeard2010-07-16 | Vid showing inprogess work on a true first person system with freeaim.
Scale is currently x4 and head scaled to 0 until proper player models are in.
Models/animations borrowed from the awesome Rainbow 6 : RavenShield.
Sounds temp from L.U.R.K - http://www.moddb.com/mods/lurkUDK Client Side Cover SystemKrisRedbeard2010-07-11 | Quick vid showing hacky client side edge detection in UDK.
When the player nears an edge, acceleration and velocity are altered to stop the player.PaintballGames.com.au 30sec Advert (2006)KrisRedbeard2008-06-25 | TV advert produced back in late 2006 for Paintballgames.com.au.
All of the footage was taken at the Coldstream field, before the new building was up.PaintballGames.com.au Ballan VillageKrisRedbeard2008-04-18 | Footage of various games being played on the Village outdoor field at Ballan, Victoria. Its down the road to Daylesford, about 20 minutes from Bacchus Marsh & Ballarat.
Ballan is one of the original fields established in Victoria, set on 80 acres of bush land.
For more information, visit the website.
http://paintballgames.com.auPaintballGames.com.au Ballan BarrelsKrisRedbeard2008-03-18 | Footage of a game being played on the Barrels outdoor field at Ballan, Victoria. Its down the road to Daylesford, about 20 minutes from Bacchus Marsh & Ballarat.
Ballan is one of the original fields established in Victoria, set on 80 acres of bush land.
For more information, visit the website.
http://paintballgames.com.auPaintballGames.com.au Coldstream VillageKrisRedbeard2008-03-18 | Footage of a game being played on the Village outdoor field at Coldstream, in the Yarra Valley, Victoria.
Coldstream is the oldest field in Victoria, and one of the oldest in Australia.
For more information, visit the website.
http://paintballgames.com.auPaintballGames.com.au Coldstream 2-FortsKrisRedbeard2008-03-18 | Basic footage of a game being played on the 2-forts outdoor field at Coldstream, in the Yarra Valley, Victoria.
It has been slightly censored when referee & cameraman is hit in the wedding tackle.
Coldstream is the oldest field in Victoria, and one of the oldest in Australia.
For more information, visit the website.
http://paintballgames.com.auWii Underwear BoxerKrisRedbeard2006-12-27 | Wife records hubby playing Wii Sports in the morning...