I Never Would Have Thought Of This On My Own

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Garbaj

Garbaj

2 роки тому

Mysterious Purple Cat's video: • How does Apex Legends ...
2nd Channel: / garbajgaming
Twitch: / garbajcan
Twitter: / garbaj2
Discord: / discord

КОМЕНТАРІ: 495
@SmellyCandle42
@SmellyCandle42 2 роки тому
The dual FOV approach has me wondering something. In a lot of games, increasing the FOV beyond a certain point will make the player's view model look pretty weird. With your two-camera approach, could you ensure a consistent perspective of the view model while changing the FOV?
@blazedenenra
@blazedenenra 2 роки тому
Actually yes. The hands dont so much break 'they stretch out. Have you seen max fov on FT2? There's console commands to go further if you want to try this for your self. Id demo but i dont have a PC/Laptops Tho to probably answer the question in a way i think would work is maybe past a certain fov you will need to reset the camera on the gun overlay to repeat the clean look beyond say 120-150 for to prevent the stretch
@wotwott2319
@wotwott2319 2 роки тому
You could actually keep the fov of the gun independent from the fov of the camera with this approach too. So if you extend the fov of the camera, the fov of the gun stays the same.
@luukderuijter1332
@luukderuijter1332 2 роки тому
Yeah, he mentioned this in an older video
@garbaj
@garbaj 2 роки тому
you can't really. Best you can do is not use such a narrow fov so it warps less, but then that brings you back to the issue with the scope blocking your view. It's all tradeoffs. The gun looks much better to me when the fov stays consistent, plus there's the performance benefits of using just one camera, so that's also something to consider
@Sprite897
@Sprite897 2 роки тому
Many shooters use the dual fov approach and it works to change the fov without making the player model look weird, doom eternal is a good example, although some people use console commands to make the view model fov high too
@VojtechLacina
@VojtechLacina 2 роки тому
At my job as a weapon artist, when we use ironsights aiming, we move the weapon and change fov. But when using scopes and collimators, we create second scope model with deleted geometry far from scope glass (or few milimetters behind it). It makes the view more clear and better to aim.
@Vinci480
@Vinci480 2 роки тому
Yeah a few people mentioned it on the last video, suprised he didn't mention it as he also saw those comments because a lot of big triple A games use this exact method.
@ZaHandle
@ZaHandle Рік тому
Yeah, seems like a very obvious solution just delete the obstruction
@ahmadgamal65
@ahmadgamal65 Рік тому
That's so weird method why don't you just use stencil masks for scopes and collimators? If you don't know what is this it's a shader that gives you selective rendering behind an object for example behind this plane render the gun but don't render the scope and if the tip of the scope is long separate the front of the scope and render the front with the weapon it's much better and extremely performate
@DePistolero
@DePistolero Рік тому
@@ahmadgamal65 The exact method I used and wanted to share... This whole thing confused me for a long time...
@randopixel9985
@randopixel9985 Рік тому
@@DePistolero Hey I've been trying to figure this method out, can you point me in a direction? I tried, but what I ended up with was having to use translucent mats on my gun and sight, which caused the depth sort issues common with translucent mats. What am i missing? Appreciated.
@ScArry_
@ScArry_ 2 роки тому
I like your game concept. Really looks like you narrowed down your scope.
@J_E_N_T
@J_E_N_T 2 роки тому
lol
@MFKitten
@MFKitten 2 роки тому
Nothing kills a project like overscoping.
@AkariInsko
@AkariInsko 2 роки тому
REPORTED FOR MISINFORMATOIN 😡😡😡🤬🤬🤬🤬🤬🤬🤬🤬🖕🖕
@usrnewxnew5227
@usrnewxnew5227 2 роки тому
Very punny
@garbaj
@garbaj 2 роки тому
YOU DID NOT
@liteningstrike12
@liteningstrike12 2 роки тому
One solution that occurred to me, and I’m not sure if Godot supports this, is to enable “backface culling” on the model of the gun. I’m practice, this means that textures are only drawn on the outside of the model and if you were to clip inside it and look from the inside out it would appear transparent. If only the outside of the scope was textured and the inside of the scope was not modeled, you would be able to see through it like you can see through a one way mirror. This may not work from other angles, but would be interesting to experiment woth
@groundedgaming
@groundedgaming 2 роки тому
Seems good. Tiny problem is that holes in the barrel (think AR-15)/the mag won't show the other side. Otherwise, I think that that is pretty easy!
@jadenknott
@jadenknott 2 роки тому
Yeah i was also thinking about one way textures where the opposite end of the scope is only textured on the outside and not on the inside, kinda like wall textures when oob You explain it much better tho
@the_hhh
@the_hhh 2 роки тому
i love how every comment is a whole essay
@reinbeers5322
@reinbeers5322 2 роки тому
@@groundedgaming Holes on the barrel? Not on the handguard?
@groundedgaming
@groundedgaming 2 роки тому
@@reinbeers5322 oh, whoops, sorry! My bad, I meant the handguard/heat shield thingy thing I'm sure you all will get it😅
@Calinou
@Calinou 2 роки тому
Using a separate viewport indeed has a noticeable performance penalty (especially when MSAA is involved). Instead, I recommend relying on non-uniform scaling of the weapon model to simulate FOV changes. To ensure mesh normals are still correct after non-uniform scaling, enable Ensure Correct Normals on the SpatialMaterials used by the weapon models. (This is not required in Godot 4.0alpha anymore, as normals are now automatically scaled when needed.) To handle the wall clipping situation, I recommend just pushing the weapon model back when a hit with a wall is detected using a raycast. Even Quake 2 RTX does this :)
@garbaj
@garbaj 2 роки тому
The plan from the start was to use a single camera and move the gun out of the way when needed, but I wanted to test this method out as well and see how I liked it. The performance issues are pretty noticeable though, so it might make it into the final game
@Joebakon
@Joebakon 2 роки тому
I like the new art direction you're taking the graphics in. It gave me this feeling of being out of bounds in a hi fidelity game. You know when you think "I wanna know what that town in the distance looks like" but when you get there it has the appearance of being made of painted card board. It got me thinking, what if you leaned into that vibe? A game that feels like it takes place in one of those "you aren't supposed to be so close to these buildings" places. Of course I'm not sure it's not the vibe you had in mind but that would be a very unique art style, greatly separating it from the many other "look at my PS1 graphics" games. You already have such a powerful surrealism in the art and I for one think it's super cool. Shooting up some backdrop houses would be a blast. Also the reveal on how the scopes work felt like a Eureka moment I was waiting for this video. It's a really elegant graphical way to solve a graphical issue. Keep it up garbaj
@showalk
@showalk 2 роки тому
I hope, then, that you know about the channel Boundary Break.
@SeekerGoldstone
@SeekerGoldstone Рік тому
I think that's an excellent idea! Halfway through the tutorial, you clip out of the game and end up in forgotten levels with abandoned characters and concepts. Like the island of lost toys meets the backrooms.
@blazedenenra
@blazedenenra 2 роки тому
His uploads are incredible. Also we dont have to wait a month for a new vod.
@ILCMango
@ILCMango 2 роки тому
A fun fact about the flipped left handed model. All guns in counter strike 1.6 are flip the wrong way around. This is because the dev was left handed, modeled the guns for the left handed option, and then just flipped the model to be the default right handed.
@RagdollWraith
@RagdollWraith 2 роки тому
oh seriously? i thought that was just done to show off more "action" on the gun like the bolt moving and casings ejecting
@soulghost9718
@soulghost9718 2 роки тому
So that's why the AK had bullet casings ejecting from left instead of right And i thought the other games i played got AK wrong lol
@Greywander87
@Greywander87 2 роки тому
​@@soulghost9718 Well, there's a reason they usually eject to the right. A shell casing ejected to the left could hit your other arm, or, if ejected backwards at an angle, could hit your shoulder or even your face. Ejecting to the right is ejecting it away from you, so it can't hit you. I don't think it's so bad that you can't use a right-handed gun left-handed, you just have to be careful about how you hold it so the casings don't get too close to you. Different guns also eject the casings at different angles, so one gun might be easier to use left-handed than another.
@boogit9979
@boogit9979 2 роки тому
This doesn't make any sense unless he was actually using a gun being held left handed as a reference
@reinbeers5322
@reinbeers5322 2 роки тому
@@Greywander87 Most modern guns are fine to be used on the 'wrong' side, with some care. Those that aren't usually have a way to change that ie. AUG.
@uwu.what.999
@uwu.what.999 2 роки тому
Bit of a tip. Instead of moving the gun super forward, maybe try moving the viewmodel camera backwards. Moving the viewmodel itself forwards could mess up lighting on the gun. (i.e. aiming into a wall and the gun becoming super dark because it's in a wall, and things like that).
@xxedgelord420xx4
@xxedgelord420xx4 2 роки тому
Also a camera is invisible so the view/world model can be the same for other players.
@Bunny99s
@Bunny99s Рік тому
Exactly. This is essentially called a "dolly zoom".
@zdspider6778
@zdspider6778 Рік тому
You generally don't zoom in while right next to a wall... At that point the gun could be made to tilt up or something. But you _might_ zoom in while your back is against a wall or a fence. And you'll end up seeing the fence from the other side, blocking your view. Or if someone is right behind you (a teammate), you'll end up seeing inside his character when you zoom in. I think as long as the camera doesn't extend too far back (past the capsule collider) it should be fine.
@N0stalgicLeaf
@N0stalgicLeaf 2 роки тому
Oh, just 32 seconds in and I think the solution just occurred to me. The objective end of the tube must have a larger diameter than the ocular end! I mean, that's how all of my real optics are built and game engines are purpose built to emulate the real world as much as possible. Let's see if I'm right.
@N0stalgicLeaf
@N0stalgicLeaf 2 роки тому
Nope I did not see the FOV thing coming. That's pretty slick.
@ragnarok7976
@ragnarok7976 Рік тому
I don't think you are wrong either. Fake light beams in a perspective game still converge so designing optics like they do in the real world would probably give you more realistic results. That said, it would not be as clear as the fov method because real world scopes do block the edges of your vision too.
@bannah6400
@bannah6400 Рік тому
Pick up your cross and follow Jesus! The world is quickly headed for destruction, and sooner or later you will have to sit at the judgement seat and give an account for your actions. Belief in messiah alone is not enough to grant you salvation - Matthew 7:21-23, John 3:3, John 3:36 (ESV is the best translation for John 3:36). Call on the name of Jesus and pray for Him to intervene in your life! - Revelation 3:20. Contemplate how the Roman Empire fulfilled the role of the beast from the sea in Revelation 13. Revelation 17 confirms that it is in fact Rome. From this we can conclude that A) Jesus is the Son of God and can predict the future or make it happen, B) The world leaders/nations/governments etc have been conspiring together for the last 3000+ years going back to Babylon and before, C) History as we know it is fake. You don't really need to speculate once you start a relationship with God tho. Can't get a response from God? Fasting can help increase your perception and prayer can help initiate events. God will ignore you if your prayer does not align with His purpose (James 4:3) or if you are approaching Him when "unclean" (Isaiah 1:15, Isaiah 59:2, Micah 3:4). Stop eating food sacrificed to idols (McDonald's, Wendy's etc) stop glorifying yourself on social media or making other images of yourself (Second Commandment), stop gossiping about other people, stop watching obscene content etc and you should get a response. Have a blessed day!
@ragnarok7976
@ragnarok7976 Рік тому
@@bannah6400 Sir, this is a Wendy's
@Vince_Cuh
@Vince_Cuh 2 роки тому
I've been keeping up with your game stuff and I'm actually pretty excited for it to be released.
@JosePerez-wl2it
@JosePerez-wl2it 2 роки тому
Love the vids! So cool to go along with you as you learn as a dev🙌🏼
@2nafish117
@2nafish117 2 роки тому
Flipping the layer doesn't exactly create left handed versions of the animations, because the gun is also mirrored. Think about the position of the bolt, bullet ejection, and other parts of the gun that are asymmetric. Also you can achieve separate viewmodel fov with a custom shader that modifies the projection matrix. I have a video showing this shader with src. Vid here ukposts.info/have/v-deo/hnZeiWuBcGia158.html
@doomdave475
@doomdave475 2 роки тому
Technically speaking, left handed guns are manufactured (which is relatively easy nowadays thanks to only needing to give a mirrored file to the CNC machines and not retool the entire machine line) they are just rare and usually only made for individual purchases. For a more arcady game like this, it wouldn't be a dealbreaker to just mirror the layer imho.
@ince55ant
@ince55ant 2 роки тому
p90 says hello
@prospersucceedmakemoney
@prospersucceedmakemoney 2 роки тому
@@doomdave475 csgo does it like this, it just flips the vm and i think it looks fine imo
@arekkrol9758
@arekkrol9758 2 роки тому
some guns are ambidexterious in their controls, and some even have ability to switch on which side brass is ejected, so its realy plausible for example to make scifi shooter feature fictional weapons with such design
@hi-i-am-atan
@hi-i-am-atan 2 роки тому
why would you go out of your way to make sure lefties got guns that eject casings at _them_
@ShinyPantsJunior
@ShinyPantsJunior 2 роки тому
the game progress is really good i cant wait for the final product to come out. take all the time you need it is fun to watch the game develop.
@xkingshope699
@xkingshope699 Рік тому
I start classes for game and simulation programming this fall and your videos are amazing! I cant wait to get started!
@sgm7650
@sgm7650 2 роки тому
Man, I have been in this adventure of watching u building ur game, figuring out problems and solutions and turning the table agsinst the odds...it's been fun :). And I can just say that I can't wait to play ur game and that I hope I am still alive until then xD. Keep it up 👌
@nimmen
@nimmen 2 роки тому
Thats such a simple and easy solution I would never have thought of. Your videos are really eye opening and refreshing.
@TheKenji2221
@TheKenji2221 2 роки тому
2:00 flipping the layer wouldn't be enough. You would need to also flip the gun itself, or else you will have the ejection port on the "wrong" side. Fun fact, that's the reason why guns in CS have the port on the wrong side. At first the weapons were left handed. But they flipped the view because it looked weird. But they didn't flip the gun, so we had mirror guns
@j.griffioen1415
@j.griffioen1415 2 роки тому
the new look looks awesome! definitely a huge improvement!
@bumbleflex5945
@bumbleflex5945 2 роки тому
I'm glad you did this response video to a response video lol. It took me seeing both demonstrations to fully understand what's going on with the field of view.
@ZEDifx
@ZEDifx Рік тому
I love your videos, so much knowledge I got from you
@clockman5326
@clockman5326 2 роки тому
Glad you got it working. Looks great!
@aplcc323
@aplcc323 Рік тому
Great to see a small project thrive! God bless us all!
@Rakinshu1203
@Rakinshu1203 Рік тому
i also love the solution i saw in garrys mod for sniper rifles, your gun is just yeeted out of your FOV when you scope in and you just get a crosshair image slapped over your camera
@bannah6400
@bannah6400 Рік тому
Pick up your cross and follow Jesus! The world is quickly headed for destruction, and sooner or later you will have to sit at the judgement seat and give an account for your actions. Belief in messiah alone is not enough to grant you salvation - Matthew 7:21-23, John 3:3, John 3:36 (ESV is the best translation for John 3:36). Call on the name of Jesus and pray for Him to intervene in your life! - Revelation 3:20. Contemplate how the Roman Empire fulfilled the role of the beast from the sea in Revelation 13. Revelation 17 confirms that it is in fact Rome. From this we can conclude that A) Jesus is the Son of God and can predict the future or make it happen, B) The world leaders/nations/governments etc have been conspiring together for the last 3000+ years going back to Babylon and before, C) History as we know it is fake. You don't really need to speculate once you start a relationship with God tho. Can't get a response from God? Fasting can help increase your perception and prayer can help initiate events. God will ignore you if your prayer does not align with His purpose (James 4:3) or if you are approaching Him when "unclean" (Isaiah 1:15, Isaiah 59:2, Micah 3:4). Stop eating food sacrificed to idols (McDonald's, Wendy's etc) stop glorifying yourself on social media or making other images of yourself (Second Commandment), stop gossiping about other people, stop watching obscene content etc and you should get a response. Have a blessed day!
@druidofpies
@druidofpies 2 роки тому
This makes total sense! In the last video, you mentioned that due to perspective, the edges of the sight get in the way. Now, with a drastically reduced FOV, the effects of perspective aren't as present, eliminating the problem. Very cool!
@fleurbird
@fleurbird 2 роки тому
Thanks, this was very informative
@antonydbs17
@antonydbs17 2 роки тому
I'm glad i came across your channel.
@Glue_Eater06
@Glue_Eater06 2 роки тому
Game's looking good, can't wait for it
@nikodemkazmierczak3318
@nikodemkazmierczak3318 2 роки тому
That's exactly what I thought of when I saw your previous video but was to lazy to test it or even write a comment. Great job! Great minds think alike :D
@Emunny360
@Emunny360 Рік тому
I think the scopes in major fps games turn into a cone type shape to keep the closer and farther parts of the scope the same size
@jarlfenrir
@jarlfenrir Рік тому
Lol, my exact first thought when watching the previous video. Was sure you checked that possibility first though.
@zetachaox
@zetachaox 2 роки тому
Aw, was looking forward to the clean cell shaded look, but whatever makes you happy :)
@balkangames2302
@balkangames2302 2 роки тому
Man your videos are the best
@wizardofcroz
@wizardofcroz 2 роки тому
I think we're going to see a renaissance in indie video games thanks to people like you. I think everyone is fed up with being let down by the big AAA studios and that's lead to many people wanting to create their own. Really appreciate the work you do explaining your thought process and asking for help when you don't know whats going on. Information like this should be accessible to all, not some industry secret that is coveted by the big players.
@VirtualCarClub
@VirtualCarClub 2 роки тому
Best way to direct traffic to someone else's channel is end screens and info cards if you want to help Purple Cat out.
@NorwinLabs
@NorwinLabs 2 роки тому
So does that mean it's the best way to render a gun? Good video! I'm starting my game development and find your videos helpful for implementation tactics
@DerFinder
@DerFinder 2 роки тому
Nice, that's what I actually how I thought it might work but I wasn't really sure
@ababa9668
@ababa9668 2 роки тому
This guy is just SO good at explaining!
@Lugubrious0
@Lugubrious0 Рік тому
Makes sense! Great explanation
@NukeZoned
@NukeZoned 2 роки тому
I can't wait for your game to come out
@guphord
@guphord 2 роки тому
i liked the old cell shaded look for the game (because of its uniqueness) but i can see where youre headed with new texture for the guns
@NeonfxGraphics
@NeonfxGraphics 2 роки тому
I have no idea how this landed in my recommendations, but it surely was interesting.
@ultraenzo
@ultraenzo 2 роки тому
Very nice progress! Glad you were able to solve the iron sights problem! For the visuals why don't you add the cell-shades black outline to your new models? I think the new models look pretty good, I would say they just need something to make it pop whether it's more saturation or more contrast I'm really not sure. This is great so far, love seeing your progress!
@nunocabreracancelo
@nunocabreracancelo 2 роки тому
Thanks for adding left handed view! I am so upset when a game alows to flip the view between sides but keeps the gun on the same places like battlefront 2 or several 3° person shooters, but also I feel bad for left handded people that play fps, they're probably used to it but it probably was wierd at first for them
@GingerNingerGames
@GingerNingerGames Рік тому
Insurgency's PIP scopes will always be my favourite, full field of view outside the scope, and zoomed inside. Best of both worlds, and source engine handled it like a champ.
@shawermus
@shawermus 2 роки тому
I have the best solution to all programming problems: stack overflow
@MajorJakas
@MajorJakas 2 роки тому
What's that?
@cybergamingteam
@cybergamingteam 2 роки тому
there is this one time where you copy paste stuff to your code and it just works
@theslenderfox
@theslenderfox 2 роки тому
When I was messing with first person viewmodels the way I solved the gun clipping into geometry was to just make the gun smaller and closer to the camera such that it stays within the player collider, I don't know the extent to the pros and cons of this method but it did require that the near clip plane be quite small.
@ntrovertted
@ntrovertted 2 роки тому
Cel shaded outline + current textures = 🔥
@Hato1992
@Hato1992 Рік тому
3 minutes and I learn more than in half hour tutorial. That's a premioum content.
@Kytrecs
@Kytrecs 2 роки тому
your game looks like it’s gonna be so much fun
@furjaden8553
@furjaden8553 2 роки тому
StyLiS Studios needs to get working on this RIGHT now.
@brineeggliang5460
@brineeggliang5460 2 роки тому
That's actually pretty smart, thought it would require more work that involves changing the model of the specific weapon sight when aiming. I wonder how many games actually used this method?
@champagnesupernova1839
@champagnesupernova1839 2 роки тому
oh, that's a really clever solution! I didn't think of that!
@MeepsPeeps
@MeepsPeeps 2 роки тому
bro wtf thats genius
@luukderuijter1332
@luukderuijter1332 2 роки тому
Yeahhhh this is 1000× smarter than what i had in mind
@chintex_
@chintex_ 2 роки тому
That is such a clever solution.
@PonyRapperMagro
@PonyRapperMagro Рік тому
i was thinking about making a reply video to explain this but i guess i was a month late lmao, looks good tho, glad youve got it figured out
@unvergebeneid
@unvergebeneid 2 роки тому
Oh, so it's a dolly zoom on just the gun.
@MFKitten
@MFKitten 2 роки тому
This one way to do it, but others are doing it in different ways too. I like how clean this method is.
@Skikopl
@Skikopl 2 роки тому
The mystery is solved
@mr_oger
@mr_oger 2 роки тому
That's pretty cool. Although i'm a huge fan of PiP scopes, i just love how natural that looks.
@brown9671
@brown9671 Рік тому
I’ve noticed in a lot of fps games for guns with more extreme scoped in fov like snipers, they actually change the whole screen to where the whole screen is inside the scope. Think of like widowmakers scoped in, or valorants snipers scoped in
@Fallen_Ninja
@Fallen_Ninja 2 роки тому
Called it!
@Abenhamen
@Abenhamen 2 роки тому
This is gonna be a good game :)
@Empyrean55
@Empyrean55 2 роки тому
Love the art style reminds me of time splitters 2!
@DodgeThatAttack
@DodgeThatAttack 2 роки тому
oh thats really interesting, wouldnt have even considered this issue
@toastbrot97
@toastbrot97 2 роки тому
I was kind of expecting the solution to be something like that. Since it does technically also keep the slight parallax effect you were talking about with the end of the barrel. Another thing that wouldbe interesting to look into in videogams is the fact that gras (or any vegetation for that matter) almost never looks correctly on an incline. Usually grass irl always grows straight up, no matter the surface angle, but in videogames the grass usually grows perpendicular to the ground. I personally have some theories to why that is, but it would be could if you could look into that!
@ZalvaTionZ
@ZalvaTionZ 2 роки тому
Grass meshes are usually batches of grass together. Having every single grass strand be individual object would be terrible for performance. If they didn't follow the ground surface rotation then in cases like hills, one side of the grass mesh would be clipped inside the hill while other was floating in air. But now I'm curious if you could deform them performantly in shader to all be straight up while having the roots still stay in place.
@toastbrot97
@toastbrot97 2 роки тому
@@ZalvaTionZ yea, that's the reson that i thoutght as well. I'm sure there's way to do it proper, since i've seen decent implementations for it, but it's probably not easy and lots of manual tweaking.
@pimpalas
@pimpalas 2 роки тому
A bullet counting system for reloading (for example a shotgun knowing how many shots to load in instead of a full reload) explanation would be interesting, always wondered if its really simple or a bit more complex
@L3MION
@L3MION Рік тому
Im working on my third person dayz style game too and ive figured out just the controller part right now XD
@mrlucidss
@mrlucidss 2 роки тому
I love seeing Devlog on your game! Have you thought about adding movement mechanics like apex/Titanfall like wall running and sliding? or are you taking a more realistic approach?
@generrosity
@generrosity 2 роки тому
I joke that any combination of words that get an idea from your head into another "is English", but sometimes you just need to see/do it to really grok it. Plus there is an art to explaining - ie the comments might have been correct, but might not have been reordered to let your brain follow the lines. Love watching you learn and progress w the game 💚
@leopichler
@leopichler 2 роки тому
I literally cannot wait to buy your game
@Gr00t
@Gr00t 2 роки тому
Genius
@imbetterthanu4121
@imbetterthanu4121 Рік тому
Bro thats a bean holding a gun lol
@lowellcamp3267
@lowellcamp3267 2 роки тому
Another funny touch is that you can technically do the dual FOV effect without rendering the player’s hands in a separate pass: Just pass them a different projection matrix in the vertex shader and you’re done. I believe there was also a way to solve the clipping problem without introducing an additional render pass but it probably has other issues (maybe compatibility?)
@Killicon93
@Killicon93 Рік тому
One way to make the scope less obscuring while ADS when having everything on the same render is just flattening the scope when ADS. AFAIK Insurgency Sandstorm does this with the "Red Dot" sight (or a CompM4 to be exact), but doesn't remember to do it when using a magnifier.
@timhorton8085
@timhorton8085 Рік тому
"its just a matter of flipping the model around" Ah yes, the ol' backwards gun.
@iDeker
@iDeker 2 роки тому
This was my suspicion from last video. The fov must change. Thought it sounded dumb but was right
@NoobalexxX
@NoobalexxX 2 роки тому
Well, in fact it can be much easier scope rendering can be split in different steps 1. weapon model rendering 2. lens mask rendering at the place of the optics 3. depth cut by the mask 3. other stuff renders the mask itself is also helps to apply post effects and render weapon sight with "moving" effect
@HAYL0W
@HAYL0W 2 роки тому
use me as a petition for longer videos! love the vids garbaj. always so interesting and enjoyable
@thischanneldoesntexist6779
@thischanneldoesntexist6779 2 роки тому
That makes alot more sense
@cIappo896
@cIappo896 2 роки тому
Legit, try an inner cone. If needed, I can make a small sketch on how it would work, but in the most basic way, from the camera to the front of the scope, instead of making the back to front part a straight cylinder, make it conical, so the "meat" of the scope doesn't get as much in the way. This is the best performance wise, but can look a bit funky.
@rainerzufall5316
@rainerzufall5316 2 роки тому
on the approach of flipping the 2nd layer for left handed gunplay - this will have a notacible effect when your gun models arent symertrical, as seen in the first counter strike, where left handed shooting will be have an incorrect "flipped" gunmodel
@hello-1238
@hello-1238 2 роки тому
take your time on the game
@ddash9411
@ddash9411 Рік тому
My favorite part is when he says “hey everyone garbaj here”
@milkski5489
@milkski5489 2 роки тому
Nooooo i rlly liked that cell shaded style! Aahh oh well i'm sure it'll look cool in the end :)
@killaboy6525
@killaboy6525 2 роки тому
I love this channel
@pokeproxypodcast
@pokeproxypodcast 2 роки тому
Looks like Starlight Shimmer's town! Picasso
@zebrisky
@zebrisky 2 роки тому
mans created a channel just to answer your question, what a chad
@GreenDre
@GreenDre 2 роки тому
I liked the cell shading on the guns because it looked different from most other shooters .
@USERWASBANNED
@USERWASBANNED Рік тому
your game textures look like older games when I set the LOD bias to some absurdly low number in Nvidia inspector, which is a compliment btw I like the look a lot lol very early-3D graphics
@coffzor123
@coffzor123 Рік тому
As others mentioned, manipulated meshes, especially inside the scope is the usual way to go if you don't want distortions. You could also do this in shaders using images (scope textures) on a flat mesh projected inside the scope. Making sure the transparent parts does not render anything of the weapon by render layers. No fuzz with FOV causing warping, but needs textures and shaders which adds complexity and a bit more work. :) Looks great when textures are complete with normals and all other goodies. Not to mention you get the base to implement thermal Scopes and such easily without the use of rendertextures, extra cameras etc to make the effect :) I myself tried it out in Unity and gives a really good impression of a scope, even though it's a flat plane inside the scope. Easy to add effects etc for digital scopes, my only problem was that I'm totally garbage at drawing 😂 textures isn't my strong suite.
@delayed_control
@delayed_control 2 роки тому
Using a separate camera for the character model in FPP is the standard that 99% of FPP games use, I don't know why you'd want to avoid it. Even games that render full player body (legs etc.) do this at the very least for hands and gun.
@kiesta0740
@kiesta0740 Рік тому
there are many games that dont do this (the arma series being the main example people use) and there are plenty of games that simply don't need to (receiver 2 doesn't have arm models and there are no scopes, just ironsights)
@Seb-Storm
@Seb-Storm Рік тому
You should also blur and add transparency to the weapons as we humans "see" when we are not focused on the gun but in the target. Levelcap mentioned something about it ones
@9klass100
@9klass100 2 роки тому
all i can say man - make this game. im so hyped for it.
@AscKn
@AscKn 2 роки тому
Cool, Can you talk about equiping/changing weapon in your game project?
@Crittek
@Crittek Рік тому
I would like to see a game render the sight in a transparent manner. Besides long range scopes you always shoot with both eyes open so sights don’t nearly block your vision as much as depicted in video games.
@mazsolagamestudio0711
@mazsolagamestudio0711 2 роки тому
I just want to ask, and tell you something: So when you trí to export your godot game to .exe the Inputs from the InputMap are not exported, only that starts with ui_. Do you have any idea how to solve that issue?
@imSkrap
@imSkrap Рік тому
The way I’ve done it for DayZ where it’s pretty damn limited is I’ve got 2 separate models of my scope but one is always hidden until you ads then it shows the hidden one and hides the original one which I then have tweaked a lot and removed parts that wouldn’t be visible and kept parts that are visible and it’s all hidden inside this extended tube so that when you shoot or lean you won’t see floating parts and adding a lens effect (dark outer ring) will help remove seeing the tube from the inside as well thus creating a fake PiP effect.. DayZ has a weird scope zoom feature so it will zoom in but the scope gets put closer to your screen and the reticle too so at full zoom the reticle would be in your face
@MakotoIchinose
@MakotoIchinose 2 роки тому
For Unreal Engine devs, since dual camera setup is not desirable due to screen capture + render target performance implications, an alternative way of doing this is to use World Position Offset tricks. Fake dual FOV on the FP viewmodel skeletal mesh can be achieved with Panini projection trick in WPO, effectively displacing the vertices to compensate the main camera FOV. Then you can use additive animations (or moving the mesh with WPO again if you're lazy) to get into ADS position.
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