Fmod
|
The primary artifact I’ve been working on this week is to implement FMod studio support. For instance, if we have a event called “Driving” this event has the variables: The Material variable then has some “triggerzones” when it has the value 0 it has a dirt sound, when it passes 0 to 1 it automatically crossfades between dirt and metal since that is what the sound designer has told the sounds to do in this triggerzone. and if we instead go from 0(dirt) directly to lets say 5 which is stone it will corssfade from dirt to stone, skipping all the materials in-between. Small ThingsSo just as the last week this week I’ve been doing alot of small scripts for the artist, Mikael our lead artist wanted to have some scripts that rotated things towards the camera and panned textures, pulsates lights, making objects move towards the player and so on. Not really that much to talk about those things, they are all basicly 1 row scripts and does exactly what their names suggests.
I also added an aura around the pickups to emphasize their pick-up range, and added the textures on the player. I’ll probably post some video footage later this week.
That’s all for today, goodnight and thanks for reading.
-David Forssell
|


