Category:3D Combat Engine

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Intro

All about 3D combat engine

...Source Control:

......BitBucket / SourceTree: Putting code into a BitBucket Repo.

........a. Login to your BitBucket account and create a new Repo.

........b. In SourceTree open a new Tab at the top of the UI and switch from Local to Remote in the top left to find your new Repo.

........c From your web browser Clone the new empty Repo to your local computer creating a new empty folder. (Not the folder with your project code in it)

........d. Copy your project code folder into your new local folder created by SourceTree.

........e. In SourceTree select all the new files and Commit + Push them to Bitbutcket.

........f. Go to the new folder subfolders ' Assets' and open the .unity file(s) with the Unity program.

......BitBucket / SourceTree: Putting code from BitBucket onto your local PC

........a. In our browser log into BitBucket and open your project

........b. On the right click the "+" sign and take clone from the new menu and copy the URL https address

........c. In SourceTree create a new tab and from the menu bar at the top take clone

........d. Past the source URL in and the select / create a local folder for it (fill in rest) and click clone

........e. Us unity to open the project ('select the folder')

Unity

We are looking at Unity to develop 3D combat: (There is a free version at the link)

....FBX 3d model format has the largest array of supported features in Unity and is also acceptable to Unreal Engine. Will use .fbx as the default file format.

..............Y = Vertical, Z = Forwards, X = Left - Right

..............(How to orient a model in Blender for import to Unity):

................1. In Blender / In object mode, set the model so it left side positive x, top is positive y, front faces positive z (up in blender)

................2. With cursor in the view window press control + A and apply rotation so transform rotation shows 0, 0, 0

................3. In blenders numeric window enter 90 degrees in the x rotation so the model is not facing negative y.

................4. Save the .blend model in the Dropbox / Supremacy / Models / (ship name folder)

................5. Copy the .blend file from the Models folder to the Dropbox / Unity / (game name) / Assets / Models folder

................6. Open Unity and it should now import the model on it's own with correct orientation by creating the .FBX model file and supporting files.

................7. To see your model in Unity, drag it from the Project View into the Scene View.

....................If you modify your .blend file, Unity will automatically update whenever you save in a assets file.


....You can begin learning Unity here:

..........https://unity3d.com/learn


....A patch for Visual Studio to keep it from objecting to line endings for Mac vs Windows with Unity C# code"\

...........http://www.grebulon.com/software/stripem.php


....Code for Unity to help replace model meshes on game objects

...........https://github.com/Arcturus-Studio/modelreplacetool

....... . Getting Started:

.........•Copy repo contents, its folder system, into your Unity project's Assets directory (or any subdirectory).

.........•Open the Model Replace Tool from the Window menu - Look in Windows / Model Replacer.

.........•Assign your old hierarchy root( existing model with all it's parts in the scene) to the Source field.

.........•Assign the baseline for your old hierarchy (the original form of the fbx model before all the parts in) to the Source

.............Baseline field ◦The baseline is the asset the old hierarchy was before you changed it at all. e.g. What is imported from a 3d modelling program.

.........Once the source and baseline have been assigned, a tree with all additions made to the hierarchy will appear.

.........•Assign a destination root object, the new model you want to take over that is also in the scene) to the root node of the additions tree.

.........•Assign targets in the additions tree for any additions you want copied over.

.........•Assigning targets to non-addition nodes will not make them copy over, but helps the tool auto-fill the targets for other additions.

.........•Press the "Copy to Targets" button.



....C# coding for beginners in Unity here:

..........https://unity3d.com/learn/tutorials/s/scripting

..........http://catlikecoding.com/unity/tutorials/

..........https://www.youtube.com/user/AwfulMedia

Unreal

>> main page >> Unreal

We had done some work with Unreal Engine to develop 3D combat: (It is free for non commercial use)

.... You can begin learning Unreal Engine for space combat here:

......https://www.youtube.com/channel/UCgRPPSQK_r4ynfwQ6rdHFoA

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


....In your Blueprints folder hover over content to find the (Blueprint Class) items and look for the "Native Parent Class" such as an Actor or Pawn.

....Can right click on the blueprint and take "Copy Reference" to grab the name

....Go to File>New C++ Class>(Your Class Type Here) and click Next where you past in the path for name field (and reduce the path to a name.)

....Click on "Public" button and Next. This should open Visual Studio with your public .h and private .cpp files.

....Open the .h header file and between the [include "FileName.generated.h"]line and the [CLASS()]line enter new lines like this:

      USTRUCT(BlueprintType)
      struct F(name of file hear) work in progress..........




Blender

>> main page >> Blender

  • Blender is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ...

...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview

...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: metric and unit scale: 0.01 (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.

The static mesh, texture and material appear to go in the BluePrint folder in UE the way we are building the engine.

.........See also creating and editing and applying materials at these links

Pages in category "3D Combat Engine"

The following 3 pages are in this category, out of 3 total.