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Author |
Thread Statistics | Show CCP posts - 44 post(s) |
Aeon Amadi
Edimmu Warfighters Gallente Federation
5626
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Posted - 2014.05.08 19:15:00 -
[1] - Quote
Look man, I'm just glad they brought back the HUD bobbing. Immersion to the max.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5631
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Posted - 2014.05.10 22:45:00 -
[2] - Quote
CCP MC Peanut wrote:Hey Everybody, CCP MC Peanut here--new to the forums (and this is my first post). I'm a Technical Artist here in Shanghai and was mostly involved in the HUD upgrade for the Project Legion Prototype you saw at Fanfest. I'm excited you guys noticed the work and are discussing it. The feedback is super awesome too (so awesome I forwarded the post to a lot of other devs). I thought I would jump in and give a little further explanation about what we did and potentially where we can go from here.
The HUD that you see in the Project Legion Prototype showed at Fanfest is now being rendered inside the 3D Scene. This is a significant change. While what you saw in the demo isn't incredibly different to what was there before, I want to emphasize that we have completely changed the underlying system for creating HUDs and have built a pipeline that puts the artist and designers much closer to the implementation. What you saw was the first implementation with the new system. And while the demo doesn't demonstrate it all--everything is working. In a very short time (a few weeks maybe), a few of us rebuilt the HUD, recreated all the logic, and tuned it to a slightly new visual design.
I'd love to go a little more in depth and explain some of the cooler benefits we are finding with this change:
Artist and Designers can iterate like crazy: Unreal already has a lot of robust tools available to it, so why not take advantage of them. One of the things the artist love the most is being able to play the game with the editor open and update their material parameters in real-time. The 3D HUD is heavily utilizing the Unreal Material system. For example, all the 'bars' stem from the same base material, which has parameters to control the scale of the ticks, space between, color (including switching the color over position), flashing (speed and color). Tuning these parameters in-game is pretty awesome and very easy. Another example, the most obvious one probably, is that since it is 3D, we can change the position and layout very easily--it is as simple as moving it in the 3D package (Maya) and re-importing the geometry.
Logic outside of code This was an interesting choice, but I believe it was the right one. We are exposing game data to the artist/designer through events in the visual scripting system, called Kismet (if you aren't familiar with Kismet, it is a node based scripting tool provided within Unreal that allows artists and designers to do more 'programmatic' things). With this change, much of the logic is in the hands of the content creators--the programmers are only responsible for providing the information when applicable. This sounds like it could become overwhelming, and we have been careful about not suddenly dumping everything in their laps. I can give one example. When your shield value changes, an event will be fired (a kismet event inside the HUD map file). This event will expose the current and max shield value. Luckily, our bar material has a max and current parameter input, so we just update the values (using a Kismet action) and all is good. While this is something that sounds like it could be completely programmatic, it is so much nicer to give the content creators the flexibility. If we wanted to, we could trigger a distortion animation every time the armor value changed, and as the armor got lower, the distortion could be more significant. This would require zero programmer support.
Lots of technology to utilize Because we are in 3D we have access to all the rendering technology as other 3D stuff (suits, weapons, environments). We can also utilize the same tools (materials, modeling, an animation) that our 3D artists are familiar with, so the transition for workflow, was not so bad.
Capacity to be Dynamic I can't make any promises about racial HUDs, but we are definitely in a much better position to be able to do them. It is very easy to create new 'visual' components without needing to rework the data hookup--and they would be lightweight and low cost.
There is more, and I could go on, but perhaps that is better for follow up posts. Our hope is that we have built a system the is flexible enough to give us more options to do the kinds of things you guys are asking for. Regarding these requests, I can definitely weigh in on their possibility within the system, but I am unable to comment on the likelihood (that is someone else's call). Please keep the feedback coming, and feel free to post follow up questions.
thanks!
Yanno what would be really cool outside of Racial HUDs is customization. Ways for us to modify the way the HUD is presented if we don't like the circular read-out and would prefer a typical bar or column style display for our Armor/Shield HP and Ammo readout. These sort of modular changes would make you a great favorite of the community if only because the HUD is personalized to the player, much like their dropsuit(s).
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5672
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Posted - 2014.05.18 14:13:00 -
[3] - Quote
CCP MC Peanut wrote:shade emry3 wrote: You sir have been quoted in the wikia im maintaining, can we get a general background of yourself so we can hyperlink you on our wiki? e,g. technical background, whats your likes and dislikes, if you like long walks on the beach, why your so drawn to art.. stuff like that :) or is their a post relating to this and i missed it?
Wow. You make me feel way cooler than I should. There should be an official dev spotlight happening soon that should cover the information you want, but I'm happy to answer specific questions if you think they won't be covered in the dev spotlight.
What's your favorite game outside of CCP's titles?
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5674
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Posted - 2014.05.19 08:18:00 -
[4] - Quote
KAGEHOSHI pretty much summed up a lot of the aesthetic stuff (some I could honestly work without but would be nice to have). The only thing I really want to add is that, as a CQC/Frontline fighter the information needs to be presented in a way that is streamlined and more readily available for me to view on the fly without having to look all over the screen (I have a 40" Plasma, afterall).
My premise.
Currently the information read-out shoves everything at the bottom of the screen and we're either expected to be able to read small text with peripheral vision, or take our eyes off the target and read that information for better awareness as to what we're about to engage.
I had run this through the photo-editing software a while back and discussed some things on Skype and while it had mixed opinions about different things, this is how I'd like the information to be presented, personally. The highlight around the target is a bit cheesy but I know for sure what I'm aiming at, I know that it's a Militia variant, the HP bars provide contextual information (though I forgot actual values). But more importantly, all the information is right there in the center so I don't need to worry as much about taking my eyes off the target; I can track him whilst getting important information.
Optional Reading: I know some players are going to throw up a red flag about the target highlight but honestly, it does this anyway. It's how counter-sniping is so easy, all you have to do is drag the crosshair over the general area where they are and the information box at the bottom pops up for no reason. Something that I personally think should only ever happen if your precision beats their profile, which would actually give more incentive to run Scout or fit precision enhancers.
What are your considerations toward how information is presented based on the users' play-style/preference?
Crosshairs:
Current Mass Driver has a range-finder/leaf sight. Current Plasma Cannon.. doesn't. Despite both weapons having a project drop, I get more contextual information with the Mass Driver than the Plasma Cannon, leaving it to be "eye-balled".
What are your plans to rectify these sort of things?
The users' preference in cross hair style?
Or even just a crosshair that is actual useful for the weapons' chosen engagement field?
Option to turnoff HUD:
Some of us like making videos. A while back I had proposed a way to pay aurum to turn off the HUD so we could make actual videos without all the UI interference and it was well received.
[*] Thoughts on giving us the ability to turn off UI elements?
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5677
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Posted - 2014.05.19 21:51:00 -
[5] - Quote
I-Shayz-I wrote:While I do agree with you here, after a lot of time with the plasma cannon you begin to understand why the reticle is designed the way it is. The PLC arc is not like the mass driver's constant arc...instead the projectile has a steep dropoff after about 100-150 meters. This makes it fly relatively straight...so using the little dash under the main section actually works quite well. Extended dashes or a leaf structure below the main reticle would definitely help. Aeon Amadi wrote: Some of us like making videos. A while back I had proposed a way to pay aurum to turn off the HUD so we could make actual videos without all the UI interference and it was well received.
I thought there was already a HUD opacity level in the options menu? I used to have it set to 60 because it looked cooler, but it made the minimap almost impossible to read easily. I think at 0 it removes the HUD altogether, but I'd really like to see an option to go into "camera mode" or something where you can't even see your hands/weapon. That would be the best.
Unfortunately the opacity won't remove it entirely.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5704
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Posted - 2014.05.22 11:49:00 -
[6] - Quote
CCP MC Peanut wrote:CCP MC Peanut has a youtube channel now I got permission to upload some footage of the compass. The texture is still a work in progress and will be updated later by artists, but you can see it moving with the camera. https://www.youtube.com/watch?v=rTk3C5HPoZs
Interesting. Someone refresh me, did the Plasma Rifle always have a 50 round magazine?
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5704
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Posted - 2014.05.22 11:51:00 -
[7] - Quote
Cat Merc wrote:Aeon Amadi wrote:CCP MC Peanut wrote:CCP MC Peanut has a youtube channel now I got permission to upload some footage of the compass. The texture is still a work in progress and will be updated later by artists, but you can see it moving with the camera. https://www.youtube.com/watch?v=rTk3C5HPoZs Interesting. Someone refresh me, did the Plasma Rifle always have a 50 round magazine? The Militia AR has 48. I am assuming that's what he's using.
Ah, good point. Been too long since I've used it
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5704
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Posted - 2014.05.22 11:53:00 -
[8] - Quote
Soooo is the bullet stuff on the side of the ammo counter an indication of fire mode? Are we going to be able to change that in Legion
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5719
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Posted - 2014.05.23 11:09:00 -
[9] - Quote
My only recommendation is a marker for true north. Looks great, not going to lie, but to someone who doesn't have knowledge of how aircraft compasses work it looks like a bunch of numbers that are relative to my position. Also, what's the scale of the compass? 0-100? 0-360? This kind of information could greatly help tactical communication. If 0 is True North, then I can tell my team-mates that the sniper is "Twenty degrees from my location" or something to that extent.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5721
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Posted - 2014.05.23 13:39:00 -
[10] - Quote
CCP MC Peanut wrote:Aeon Amadi wrote:My only recommendation is a marker for true north. Looks great, not going to lie, but to someone who doesn't have knowledge of how aircraft compasses work it looks like a bunch of numbers that are relative to my position. Also, what's the scale of the compass? 0-100? 0-360? This kind of information could greatly help tactical communication. If 0 is True North, then I can tell my team-mates that the sniper is "Twenty degrees from my location" or something to that extent. Yes absolutely. I agree--I didn't even know it was moving backwards with the numbers. It would have been more obvious if I turned right and suddenly I'm facing West. I'm pretty sure the artists, when they update the texture for this, will add some markers, but I can't say for sure. As for displaying objectives and such on the compass (an earlier question asked this). This is a little more complicated than the compass itself, as the position is related to the objective position and your position/orientation. Actually, when I first thought about it, I thought this was hard, but then after a day I realized it isn't. You just need a normalized vector to the objective and the players facing vector--then you can figure out the angle (same way with the compass--arctan2). This could actually be done with a shader, but you would need texture sampler for each objective. Also you could create a different polygon ring for each objective and let them sit slightly on top (so close you couldn't tell). The hardest part is getting the position of the objective--this wouldn't be immediately available in the shader, but it could be set with an event, as objectives don't change position (but if we wanted to track other things that do change position that may need to use a different way). Wow--this is cool--totally do-able. Thanks for making me think about it. I'll propose it to the team.
^_-
Combine this sort of tactical viability through information gathering with a grid-map on the actual overhead and you've given the guys on the ground everything they need to effectively communicate in the same way that we would in the military. Can play into a whole new meta for effective squad leaders/commanders who can accurately read into the battlefield and provide that information effectively to their team. Congratulations, you just achieved everything Field Command leaders have been asking for.
EDIT: Oh, right - on that note - if we do get a grid-layout for the map... Any chance you could include what grid we're in on our HUD? Just something simple, off in the corner or next to the compass to signify that I'm in G6 or where-ever. That way someone can tell me that "Enemy is at H7" and I know exactly where I need to be / how close they are, instantly
ANOTHER EDIT: Albeit in retrospect that may be rather difficult to accomplish. Your call though.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5738
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Posted - 2014.05.24 12:01:00 -
[11] - Quote
CCP MC Peanut wrote:The-Errorist wrote: In the description of the domination game mode for Legion, it said that the object changes every 10min, so that might be a problem.
Actually it is ok if it switches infrequently. I was more referring to marking positions of things that could be frequently (like every frame) moving, such as a player.
Don't we already do this with Squad Orders though? Not bringing that up as a way of saying "Hey, copy/paste the methodologies of that here" I'm saying that as: If we already have the functionality to track a moving player with squad orders, no reason to add something that does the same thing =P
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5741
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Posted - 2014.05.24 12:06:00 -
[12] - Quote
KAGEHOSHI Horned Wolf wrote:Some HUD features I would like for immersion.
HUD boot-up when we spawn. The various HUD elements should turn like 1 seconds after you spawn.
Head-shot damage visual distortion effects. Sensors & cameras for vision are located in helmet, so when shields are down and you are hit by headshot, the cameras' vision should be effected. This could make the HUD flash off briefly.
Thank you
Blue Screen xD
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5741
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Posted - 2014.05.24 14:34:00 -
[13] - Quote
CCP MC Peanut wrote:Aeon Amadi wrote:CCP MC Peanut wrote:The-Errorist wrote: In the description of the domination game mode for Legion, it said that the object changes every 10min, so that might be a problem.
Actually it is ok if it switches infrequently. I was more referring to marking positions of things that could be frequently (like every frame) moving, such as a player. Don't we already do this with Squad Orders though? Not bringing that up as a way of saying "Hey, copy/paste the methodologies of that here" I'm saying that as: If we already have the functionality to track a moving player with squad orders, no reason to add something that does the same thing =P Yea we already do that and are doing it in a 2D system and generally it works fine. If we moved this to a 3D system we would be able to better control (on the content side) the visual rendering of these icons. We would also be able to add more complex /dynamic information, such as animations, dynamic text, visual states, and shaders (like a health bar on an icon). It may also give us more flexibility to expand on it since it becomes more content driven. However, we would likely only move to a 3D system if we felt the benefits were worth the cost of moving. In the case of the HUD, the benefits were worth the cost. As for doing this on the compass--this can't use the existing system because the compass exists in the 3D world while the current icons are drawn in 2D (using 3D positions and converting to screen position). Also we probably can't track the player position on the compass using the method I described above because it would require constant updating, and kismet is not great for that--this would be better to be done on a custom actor class and controlled within the class itself (faster). Or am I missing your question again. I am actually not incredibly familiar with the workings of squad interaction so I may be missing the point.
All gravy. I was simply suggesting to the other person that we already have functionality geared toward marking positions of moving targets, however rudimentary it may be.
Some of the common suggestions by the community as far as the overall HUD though are:
Squad information on the HUD (name/HP/voice activation indicator)
Customization of layout. Though you covered this fairly well in a previous post, I'd like to reinforce the suggestion due to it's popularity. Some players I talk to say they'd like to be able to move stuff around to match other games they're used to (not going to lie, I generally prefer ammo count to be closer to the crosshair/immersive)
UI Scaling is another big suggestion.
Along the lines of customization though, I personally have always preferred diegetic UI styles (example provided for those who don't know what this means) and because of Dust 514/Legion's unique Sci-Fi setting it provides a lot of excuse to go absolutely crazy with that.
Technically, you could offload a lot of the artist work by just adding a color changer to the HUD elements (Fallout 3 did this) and get a "Racial HUD lite" sort of thing going on. If I'm not mistaken all you'd have to do is adjust some shaders with different presets, right?
If you wanted to -really- do the community justice you could even allow some leeway for modders to create their own HUD elements (Eve players used to do this using the overview's XML) but I could see that becoming very dangerous if someone gets the bright idea to use it for cheats/glitches.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5756
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Posted - 2014.05.25 13:27:00 -
[14] - Quote
CCP MC Peanut wrote:I-Shayz-I wrote:Iron Wolf Saber wrote:Any chances for interhud glass effects?
Like walking through a steam vent fogs up the hud glass? (ala Metroid Prime effects?) I was interested int this idea at first...but the dropsuits we have in Dust aren't like space suits with helmets. In other words, our merc isn't looking through a face shield/glass Instead it's more like Ironman where there is a holo display inside the helmet, and that displays whatever the outside cameras are displaying. MCP replied about this a few pages back...another thing was balancing and making sure that certain effects won't have any ill effect on gameplay to make it unfair or not fun. Still, the cameras have to have some sort of shield cover or protection against the elements, so there's always the possibility. My favorite effect from the Metroid Prime games had to have been the way you'd see a flash of Samus' eyes reflecting in the visor when there was a bright light or when missiles hit near you. Either that or when you'd get hit with some sort of EMP blast that made you have to restart your suit system before you could get your HUD back. Talk about putting you in the game...immersion at its finest in those games for sure. Thanks for the assist. Nailed it.
I personally wouldn't mind it. At first I was thinking, "It's cool but what's the functionality" and then I remembered how ridiculously OP the sun can be for one side of the map.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5784
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Posted - 2014.05.26 17:43:00 -
[15] - Quote
CCP MC Peanut wrote:Iron Wolf Saber wrote:Of course; also issue of performance as well.
Metriod prime's effects I felt while nice where a bit too powerful for a multiplayer competitive environment.
However there been other games that have made the effects terrible Namely the bleeding blood splatter and 'health bar' Including dust 514's own repair aura.
Immersion details is just the sprinkles on top of the ice cream not the fudge ribbon. Since we are on the topic of screen effects... I've posted a very early prototype of doing one. This is so early, you will see the 3D HUD is still mostly un-textured polygons (it was probably going through a makeover at that point). So please excuse the ugliness there, but I thought it would be cool to show off at least a little proof that this type of thing is possible. The fog effect is a translucent material (with a color of white). There is also a little bit of blurring going on, but the blur control has since been improved, so I know we could achieve an even more realistic effect here. Of course, as discussed, an effect like this is questionable if it really follows the fiction of the suits having screens and cameras. Still, the technique remains the same: visor mesh + shader with access to the screen texture. http://youtu.be/-TUr4W9vOG4
Whaaaaaaat this makes me so giddy my sides hurt, I love it!!
All kind of possibilities open up with this
All of my +1's
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5784
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Posted - 2014.05.26 17:44:00 -
[16] - Quote
Bragoltur Valaruina wrote:CCP MC Peanut wrote:Aeon Amadi wrote:^_- Combine this sort of tactical viability through information gathering with a grid-map on the actual overhead and you've given the guys on the ground everything they need to effectively communicate in the same way that we would in the military. Can play into a whole new meta for effective squad leaders/commanders who can accurately read into the battlefield and provide that information effectively to their team. Congratulations, you just achieved everything Field Command leaders have been asking for. EDIT: Oh, right - on that note - if we do get a grid-layout for the map... Any chance you could include what grid we're in on our HUD? Just something simple, off in the corner or next to the compass to signify that I'm in G6 or where-ever. That way someone can tell me that "Enemy is at H7" and I know exactly where I need to be / how close they are, instantly Here's an example of what I'm trying to illustrate: http://i.imgur.com/ScbP8SX.pnghttp://i.imgur.com/k4m9amb.jpgANOTHER EDIT: Albeit in retrospect that may be rather difficult to accomplish. Your call though. I know they previously looked into a grid overlay on the overview map before, but they ran into issues with the terrain being in 3D and the UI being done in 2D Postprocess--this doesn't work well because the terrain has depth and the grid overlay is flat and above the terrain--it will not line up properly. It can be achieved if the grid is done in 3D. There is one shader technique where you can draw pixels only at the intersection points of polygons. I attempted a small prototype by adding some polygons that intersected with the terrain (they are huge), but the thickness of the 'line' changes too much with slope and distance, so we would still need to figure out a way to improve this (and there are ways). Another way this could be done is by building it into the material on the terrain and use WorldSpace mapping coordinates (basically you can use the x,y value as a texture coordinate). This seems better and I'm leaning more towards it (although the first technique would be useful if we wanted to show a scan effect going across the landscape). Still there is a roadblock in figuring out how to apply this grid material--we don't want to it as part of the terrain material all the time--some of the starmap work is requiring something similar, so I'm hopeful we can learn from that. If we can make certain our overlay map is placed mathematically correct, then it shouldn't be too hard to display what quadrant you are in. In fact, this could be completely done on the content side if the terrains always align to the same world space point (which I believe is true). In the material for the grid coordinate we just look up the world space coordinate and convert it to a grid coordinate--then we have a texture with each coordinate label in a grid (like a texture atlas), and we shift our mapping coordinates appropriately. Probably not too bad, but I'm simplifying the steps and might be missing something. Could you give the player an option (maybe on the tactical map) to view the map in orthographic or perspective mode? In orthographic you could overlay a 3D grid over the map with no warping. I personally think the radar/hopefully soon to be mini map, should always be orthographic. For those who might not know, "Orthographic projection (or orthogonal projection) is a means of representing a three-dimensional object in two dimensions." Via http://en.m.wikipedia.org/wiki/Orthographic_projection
Right right, this is what I had originally intended when proposing the suggestion. I do a lot of work in Blender (3D modeler similar to Maya) and work almost exclusively in Orthographic. Thanks for elaborating on this, I probably should have explained it better =P
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