HUD Rework and Physics noodlin’

The old hud was starting to bother me so I leaned more into a simplier hud that I can expand upon later.

The original hud I was going for a kind of skewed look as if you were wearing a helmet and the information was displayed on these green dots on the screen. While a cool concept I think it was too janky and looked like mspaint levels of cleanliness. Also you can see here if I have a non-standar resolution the alignment would always be misaligned to the screen. The new hud (which I would say is still a developer hud) I went for a cleaner approach:

Nothing too crazy just a health bar and some text on the corners. But the best part:

The positioning stays consistent regardless of dpi/resolution.

I achieved this by avoiding the “scaleBoxes” I was using before and just used horizontal/vertical boxes with spacers in between:

I also adjusted my dpi scaling rules:

I also found out I had a bad strand in my blueprint spaghetti from months ago:

That circled red block is what determined the direction of damage when a bullet was fired. I was doing StartVector – EndVector instead of doing EndVector – StartVector which was inverting the direction of damage as the “direction Of Damage” was relative to the attacked instead of the attacker.

Why does this matter? Unreal has a damage type system which makes it easier to set impulses from different types of damage. I have a bullet type that I wanted to push objects, when the vectors are swapped:

When the math is correct:

(I realize the window is awkwardly small in these videos…)

I also wanted to touch up bot “death” (destruction? Disassembly?) and I saw I never made a physics asset for the Assault rifle with no stock, after that fix plus the impulse fix things start to look much nicer.

The legs spawning detached is still a bit annoying. That issues comes from the physics asset which I spent so much time with a month or two ago I eventually gave up and kept it a “this just works so don’t touch it” kinda stasis.

If you look at the tree to the left you can see there’s a “Body” bone which holds the main collision box then there’s “BackLegXX” bones which I have attached to the body bone and to the bottom legs. However, there’s nothing in between for the thighs of the bot, which is why in the video above you see the legs swinging free. I’d need to remake this guy by going through each leg and adding a box, connecting it to the body or previous leg and ensuring everything doesn’t collide with itself. There’s an “auto-generation” feature which I’ve had little success with so this will end up just being a big time sink.

Eventually I want bots to have a chance to detonate in a electrical fireshow which I think would add to the dynamic nature of fights. Also I need to do a re-write of the AI to add:
– AI Teams
– Team Positioning Coordination (so the bots don’t just all choose the same spot)
– Goal Zones (for some other ideas I’m working to add a meta level to gameplay)

Flute it up

I went into this then I found this bass sound and just kinda rolled with it I found a sound a liked and rolled with it (it a bit loud fyi)

Here’s the synths (where the concert flute is a sampler)

The flute is surprisingly nice is from the Abelton orchestral woodwinds pack: https://www.ableton.com/en/packs/orchestral-woodwinds/. That being said: a part of me thinks I shouldn’t have used the flutes, it kinda takes a dance thing and un-dances it.

I started working on the HUD also but I’m failing at keeping the scaling consistent:

I did put shells on the Assault Rifle though:

Not really a huge accomplishment but baby steps I guess?

Loop-dee-Loop and Todo-s

I wanted to mesh paint (https://dev.epicgames.com/documentation/en-us/unreal-engine/getting-started-with-mesh-texture-color-painting-in-unreal-engine) a bit in unreal and thought “Oh I’ll just flip this virutal texture box”

I have a pretty good pc (4090 24gb) I’m surprised its taking so 5+ minutes (but then again I’ve made NO effort to optimize any of my materials…

That being said…

I guess I made things low poly enough that maybe this is inherently optimized….

But thats a detail thing that I can work on later, For the outside I want to:

  1. Make those back blocks look like a office building embedded into the rock
  2. Replace those generators with something that would flow better with game play
  3. Make a new texture for that platform. Tat texture is fine but I’m using it in like 12 places and I don’t want to mess with UV scaling just to get it working
  4. Make some static rock models to place along the edges of mountainous regions so I it doesn’t look like a muddy ski slope
  5. Do something better with these conveyor belts. I put in WAAY to much time to make those kinda work, I might just delete them
  6. I have this cabinet which is kinda sketchy looking, it was supposed to go with a terminal but I might move it again
  7. Fix that lighting so that there isn’t a weird skylight for a warehouse setting
  8. Get some friends for that tree.

Also I need to make a better road texture, at far distances it looks fine but then you zoom in…

Every-time I look at it my graphics card fan spins up…probably a bad thing.

I also added a tunnel model

The UV’s and normals are REALLY messed up atm but I dont want to dig in yet. I fixed it by making the underlying material double sided but generally if you’re a single sided material and your model goes from looking like this in blender:

To this…

You should probably do it again….

But in the meantime there’s the magic “Make the material two sided” button which is normally used for meshes that have both an interior and exterior (which is not this….at all)

Still has issues. The darkness underneath comes from the unreal seeing that the normal of the face is facing in a direction that is into the block’s origin rather than away from it. This makes the lighting calculations get all wonky.

I’ve been disorganized when working this (also I stopped working it for like 2 weeks and now I’m lost) So I made a trello board here:
https://trello.com/b/dmIooAod/blacklaceworking-board

Broken into:
“Longer term goals”- Things I probably wont look into until I have something on steam

“MVP Make/Design”- Things I want to add to the game before I submit a demo/game to steamworks

“Fix/Improve” – Things that are in the game but need to be re-worked.

I’ll start chipping away at these and my personal goal is to get something ready to throw on steam by June.

More Cyber

ChatGPT is my friend.

This is in a branch:
https://github.com/wfkolb/CyberpunkRedCyberspace/tree/wk_feature/NewPlayerVisualization

Isn’t hooked up to firebase yet (to pull the floor information) but I figure I can make a few models to handle each level and a bunch for each of the ice daemons (you can see the dog for the hellhound: https://cyberpunk.fandom.com/wiki/Hellhound_(RED) ) which I’ll probably go through the list and make models for each. Outside of wireframe the model is…rough:

Vibin’ for some cyberpunk

Did a bit more work on the cyberpunk stuff

Functionally I think I’m close. I’m probably not going to add branching paths to the floors but I’d rather get this locked down then I can transition the viewing to a better 3d model view (with elevator and all).

Code is posted here:

https://github.com/wfkolb/CyberpunkRedCyberspace

Again this is mostly chatgpt but I got into the point where you can’t really expect chatgpt to do 100% of the work, but it is still like asking someone else for help. ChatGPT can’t read your brain and they can’t know 100% of what you’re seeing and what’s on your computer so you need to modularize as much as you can. In this case I setup the website to be essentially a few javascript classes that all dump a <div> that I add to the baseline html page. The html page has a connection to firebase (https://firebase.google.com/ which has gotten MUCH bigger since I last used it in 2014, ironically I had a “senior app developer” tell me using firebase was “unprofessional” now it seems like its the backend to a bunch of professional tools). The Main page handles the pull/push from the server and I have two “room display” functions that display the rooms differently based upon if you’re a gm or a player.

I have my todo list here: https://github.com/users/wfkolb/projects/2

I really need to finish the starting environment for blacklace but I had a two week gap that I wanted to setup a cyberpunk Red game for…so I’m here.

More Vibe coding

I wanted to setup a way to visualize the cyberspace for cyberpunk red ( https://www.cbr.com/cyberpunk-red-netrunner-class-explained/ ) for awhile and I never found a good solution. So I tried spinning up my own version with some chatgpt help:

Looks like crap but if I get a simple viewer working it should be easy enough to get everything in threes.js to make a better visualization for personal games. I’m hoping to get a retro terminal vibe going with this one kinda like my other visualization here: https://willkolb.com/?p=566

Essentially all this does right now is update a firebase database with some information that the person in the “GM” url can edit and the person in the “player” URL cannot edit. So nothing groundbreaking but I’m starting to find the weak spots with pure AI programming that was kind of annoying. The big one is the context saving/switching for conversations isn’t great, but I think that’s also driven because I’m using chatgpt free tier.

Also because this is just an html file and I’m the only person contributing I can just throw it into github! (Unreal projects are too big for free github).

https://github.com/wfkolb/CyberpunkRedCyberspace

Touch ups

I spent the day listening to old gorillaz youtube videos while working. Once I hopped on abelton I tried re-creating “welcome to the world of the plastic beach” by memory:

It turned out better than I thought after I compared it to the original. (You may notice the beeps from rhinestone Eyes I somehow got mixed up in my head and added to this song).

The hardest part here was the voccoder which I rarley play with and is kinda annoying to get right. So for my future self here’s the voccoder settings:

Here’s the operator that’s driving it

And here’s what’s being played:

Sounds pretty good, I think I could touch up the input noises more and if I got a better brass sound I think it would work better.

Otherwise I spent some time “vibe coding” to touch up the site. Vibe coding is just asking chatgpt to do stuff for you. I can still see why you would need an engineer to do this so I wont say its totally a replacement but damn did it take a 5 hour task and make it like 20 minutes.

(You can only see the above if you’re using a PC on the website) Both the top section and the bottom are custom shortcodes added into the site using by asking chatgpt a bunch of stuff. Here’s the PHP for the category stuff: This also requires a plugin, chatgpt suggested one but I found an older plugin that was open source and asked chatgpt to change the initial code that it gave me to that. It’s pretty crazy how simply that quick reconfiguration was.

//////
//Category Icon List
/////
function shortcode_category_icons() {
    if ( ! function_exists('get_term_icon_url') ) {
        return '<p><em>Icon Categories plugin not active or function missing.</em></p>';
    }

    $output = '<ul class="category-icons">';
    $categories = get_categories([
        'hide_empty' => false, // Show all categories, including empty ones
    ]);

    foreach ( $categories as $category ) {
        $icon_url = get_term_icon_url( $category->term_id, 'category' ); // get the icon URL

        if ( $icon_url ) {
            $output .= '<li>
                <a href="' . esc_url( get_category_link( $category->term_id ) ) . '" title="' . esc_attr( $category->name ) . '">
                    <img src="' . esc_url( $icon_url ) . '" alt="' . esc_attr( $category->name ) . '" class="category-icon-img"/>
                </a>
            </li>';
        }
    }

    $output .= '</ul>';
    return $output;
}
add_shortcode( 'category_icons', 'shortcode_category_icons' );

Also under the title page

That little line above I spent atleast 3 hours trying to get working before I started embracing AI. Chatgpt understood the problem and gave me a solution in seconds. Essentially it was adding a <div> to the “header.php”

Then some java script using another plugin that chatgpt suggested using “WP Headers And Footers” It was so easy that I imagine that it probably isn’t worth blogging too much about. But I see myself getting more into the ai dev side as I go along.

WHO DARES LISTEN

This one is all lame presets and out of key stabs

I need to add art to these on soundcloud so I feel like there’s enough effort put in. I was gonna do a generic album cover and came up with this:

Where I did NONE of that using reference images or 3d model tools (which I’m not 100% sure if I’m proud of…)

The background is just a sky blue fill with a cloud filter:

The grass is a green painfill and and hsv noise:

I then used a bump map on that to make bumpy text

Then I went back to the first layer, selected the text from the bump map input, and grew the selection and deleted!

Maybe a Car?

I started making a car

I was trying to base it off of https://www.classic.com/m/bmw/3-series/e36/m3/ and I think the vibe is kinda there? I think the wheel wells are kinda in the right place:

My goal is to have a driving sequence at some point. But honestly this might just be a thing I hold off on attempting until I finish up the whole “game” part of the game…Plus the doors seem like they would be hard to get right.

“If the robot makes three beeps don’t stand in front of it.”

Threw the muzzle flash 3d model into the explosion so we get some kinda fire out of it. It works much better than I expected:

Also attempted to make some light-bulbs that hang from the ceiling but it turns out the unreal provided cable component (https://dev.epicgames.com/documentation/en-us/unreal-engine/cable-components-in-unreal-engine) doesn’t apply physics forces to whatever it’s attached to.

The yellow line is the cable I made

The red line is a line trace I perform upwards to find any actors that are willing to take the lightbulb:

So I’ll have to essentially make a bone heavy mesh and attach that to the lightbulb.

Also the first level is progressing:

Slow pace but I think I should have something within a week. Going with the desert motif so I don’t have to make too many buildings..

Also I made an alert sound for the bots:

I made the sound in Abelton but I didn’t save the set….Essentially it was an Up only arpeggiator into an operator preset into a redux into a compress and eq-8. Also “arpeggiator” I found out isn’t in the dictionary:

Which: https://www.sweetwater.com/store/search?s=arpeggiator#search-header (P.S. VERY overpriced for what you can achieve with a $20 arduino uno and a spliced midi cable: https://github.com/FortySevenEffects/arduino_midi_library ).