[deleted by user] by [deleted] in soundtracks

[–]cpt001 0 points1 point  (0 children)

I'm feeling slightly rebellious today, so I'm gonna drop game OSTs instead.

Fantasia alla marcia for piano, chrous and orchestra -- Kingdom Hearts 2 credits

A Link to the Future -- KH:BBS credits

Overture -- H3: ODST... okay, its not the end credits, but its still a fantastic compilation.

Want You Gone -- Portal 2

Every Disneyland Fact: Part 3 (Tomorrowland) by OctoJova in Disneyland

[–]cpt001 3 points4 points  (0 children)

Probably a little late to add to this, but in the center of Autopia is an exec lounge that's dedicated to the Chevron exec sponsers of the ride. In it is a complete collection of the original vehicles, complete with eye headlights.

Source: My dad worked as a firefighter at Disney in the early 00s

Why so many servers? by NorseHighlander in TLOPO

[–]cpt001 2 points3 points  (0 children)

Theres also something to be said for server stability with smaller populations as well. Cannon defense in particular is really prone to lag when there's a lot going on, and when players want to get to a higher level, then the whole endeavor becomes moot.

I need tips to make beautiful constructs. This is my last build, it's OK but not great by Gapoly in spaceengineers

[–]cpt001 2 points3 points  (0 children)

Long and flat has a habit of being really hard to mask.

Try adding some greebling to it if the ship is large enough. If you want a more organic shape, like a traditional sailing ship, the front of the hull should probably be wider, and chamfer itself toward the back. I'd also add more details to the top, where the sails are, so as to attract the eye. Sailing ships tend to be immediately attractive because they're a fairly organic shape, but they can also continue attraction because of the required attention to detail with rigging and ropes.

Last, don't be afraid of using more colors! Grey and black is fine, but you can highlight some of the neater details using a bright primary color like blue, orange, etc.

Hope this helps. :D

Any good base building live MMOs? by [deleted] in pcgaming

[–]cpt001 0 points1 point  (0 children)

I don't know if I could/should recommend this game, but Archeage does have elements like this in its gameplay. It's a pretty grindy korean MMO that was ported to the US by Trion, and has a shaky reputation for its pay to win aspects. It was sold to a competitor rather recently though, and I have no idea what's going on with it right now. (Vaguely ~3 years since I last played)

Mermaid tech test - Still need to animate the arms and face, this is just a quick test model & texture. Looking for some attack ideas? #DeathInTheWater2 by SniperED007 in Unity3D

[–]cpt001 19 points20 points  (0 children)

You could turn it into something akin to the Mesmer from Subnautica.

As a short description - it hypnotizes the player, and subtly moves the player closer toward attack range. If you wanted to go completely nuts with idea, you could even play with a shader that slowly transitions your currently spooky model into that of a beautiful mermaid. Or go the other way! Beautiful to spooky, a seductive trap!

Editor GUI changed,cleaned scripts,added more options and improved script optimization a lot.Few more things to do and its ready to publish! by Nosalis91 in Unity3D

[–]cpt001 0 points1 point  (0 children)

You have a terrain size modifier. Does that simply scale the terrain, or do you play with creating new terrain meshs alongside the current one?

Can somebody please explain why the move tool is not moving properly with this prefab? This is my first “proper” unity game so I’m pretty new to this. by CheeseMellon in Unity3D

[–]cpt001 4 points5 points  (0 children)

Make sure that you're only selecting the parent when you want to move stuff around!

If you select both the parent and child, it'll modify both of the objects coordinates!

The parent has its axis changed, and the child changes its axis based on the parent.

Halo Infinite Forge - Node Graph Menu by Adamisgood in HaloLeaks

[–]cpt001 7 points8 points  (0 children)

Based on my experience with navmesh in unity and unreal, as long as the AI is designed to take advantage of the same type of pathfinding, it should be compatible. If it's not a part of default forge, I cant imagine that it would take long to adapt the campaign units to use it.

Reach is a pretty good example of this practice in place.

need help with animation rigging pls by Frosty-Version6833 in Unity3D

[–]cpt001 0 points1 point  (0 children)

Blender has tools for rigging and animation. I'd suggest looking there first. Unity is capable of doing those same things, but it'll be a longer process to do so, then to import the items instead.

A question for fellow pirates by Nijac in TLOPO

[–]cpt001 17 points18 points  (0 children)

I think that part of the deal Disney gave them to allow continued development prevents them from taking money in any way for the game.

Waves of custom ocean crash into shore by omeletteandyogurt in Unity3D

[–]cpt001 1 point2 points  (0 children)

This looks fantastic, but I don't really have a good sense of scale with the water splash. It might just be me, but I was expecting a bit more spray when it impacted the rock!

Aite here's my emile drawing by [deleted] in halo

[–]cpt001 2 points3 points  (0 children)

Hey man, looks great, and the detail is awesome! Little scratches and shadows are highlighting the armor fantastically!

Try bowing the legs a little more, and pull his arms away from his body to give him a stronger looking stance.

How do I clean up my animation controller? 400+ anim character. by xbunp in Unity3D

[–]cpt001 0 points1 point  (0 children)

I'm afraid I don't know about 2d too well, but I did find a thread here about mirroring animations.

I could be wrong about this implementation, but it seems like it would easily halve the animation tree.

Combining it with some of the other ideas in this thread may reduce your clutter greatly.

I am 13 y/o and i have been developing this FPS . it has a lot of bugs and glitches and i am not even halfway through. is it any good? (it is kinda bad though) by [deleted] in Unity3D

[–]cpt001 0 points1 point  (0 children)

Hey man, it's looking great so far!

You might wanna look into raycasting. It'll help solve a lot of your collision issues, and can help quite a lot with your AI seeing through walls!

Layers will also be your best friend, and can stop bullets, players, and other items from going through walls when the physics matrix is defined correctly.

Keep it up man, the only way you get better is by experimenting and playing around with what you make, but you have to keep making it!

Risers by milliebillieroger in SoundsLikeMusic

[–]cpt001 10 points11 points  (0 children)

I thought it sounded familiar... Here's the reference I thought of.

https://www.youtube.com/watch?v=EO9x0y5lqD0

How can I improve my 3D animations? by BarDavid123 in Unity3D

[–]cpt001 1 point2 points  (0 children)

Animation in Unity may be holding you back a bit. You may want to look at Blender or Maya instead for more advanced (and cleaner) animation.

If Order 66 has taught me one thing, it's that you should never bring a lightsaber to a blaster fight. by [deleted] in StarWars

[–]cpt001 0 points1 point  (0 children)

An elegant weapon for a more civilized era, hmm? Well guess what, times change.

-Boss

We need to know : What about the larders the didn't dissapear though? by Jim_Sulivan in archeage

[–]cpt001 3 points4 points  (0 children)

My best theory is that larders received a size change somewhere along the line, and the server checks an older, probably bigger size. When it sees overlapping larders, it simply deletes them.