Looks great but I think the steps being so close to each other it would be much more appropriate to move skipping a step so he climbs faster. Unless the steps were to have much more space in between. Speeding the animation wouldn't look natural. It could be an upgrade from it's current state if you were up for making this more versatile. So it can make sense for various type of ladders.
What do you mean by "normal models"? I guess it's about the type of collision. In most cases, I presented it only on simplex collisions, i.e. those that are 3-dimensional. The climbing system also works on Complex collisions, but this type of collision is much more computationally complex and less precise due to the fact that it is only 2-dimensional (it does not have a depth value). An example of this type of collision can be found here: th-cam.com/video/atYshWbdg8I/w-d-xo.html (all these protruding cubes are one static mesh with complex collision). The structure of the ladder cannot be changed for collisions, but this does not affect the final appearance of the model.
@@jakubw6404 ty, keep the good work, and can you plz guide us with some system requirements for your whole project cuz I have RTx 3050 and I am not sure it's gonna go ok
I have an RTX 3060. Without AI controllers on scene, the project maintains an average of 100 FPS. The problem arises when there are other characters apart from the player. On the demonstration level, FPS averages 65-70FPS.@@AdamMohamed-ji7pk
AI controllers are poorly optimized. The project was initially created on the 4.26 engine, which was much more stable and efficient. The latest version of the project, i.e. 3.0.2, includes new technologies that Epic Games introduced with UE5.0. However, this only applies to the player's character. Unfortunately, now AI controllers are less efficient or require newer solutions.@@AdamMohamed-ji7pk
Is changing over to 5.2 really worth all of the effort? I’ve got a lot of assets that I’m not sure if they will work with 5.2? I’m still on 5.1.1 and it’s nice that everything works… opinions?
Sorry, but this may be due to the fact that I receive so many such messages and I am not able to respond to all of them. If it was a dm message, I almost never respond to it.
Love you and your work mate, keep it up! Your project has been a huge help in my gamedev journey.
All it really needs is left & right animations for jumping to other ladders. But overall better than before.
Thanks :)
💯
Looks great but I think the steps being so close to each other it would be much more appropriate to move skipping a step so he climbs faster. Unless the steps were to have much more space in between. Speeding the animation wouldn't look natural. It could be an upgrade from it's current state if you were up for making this more versatile. So it can make sense for various type of ladders.
Awesome! Keep making progress mate 👍
Looks really impressive!
Looks awesome! Will we be getting the Hook Swing also in 3.1? Keep up the great work :)
Hard to say. Currently, I haven't started working on this system yet, but I plan to. I'm currently working on weapon clipping.
great job. i think attach animation to the ladder can be better, something specific for ladders would be good!
I personally would be interested in how the whole climbing system works on normal models of buildings etc
What do you mean by "normal models"? I guess it's about the type of collision. In most cases, I presented it only on simplex collisions, i.e. those that are 3-dimensional. The climbing system also works on Complex collisions, but this type of collision is much more computationally complex and less precise due to the fact that it is only 2-dimensional (it does not have a depth value). An example of this type of collision can be found here: th-cam.com/video/atYshWbdg8I/w-d-xo.html (all these protruding cubes are one static mesh with complex collision). The structure of the ladder cannot be changed for collisions, but this does not affect the final appearance of the model.
This looks awesome complete what are you working on now but if you will get back to this system you need to add some sort of sliding down fast
It is now possible to do this. The only problem is that I didn't feel like doing a detailed animation, so it might look a bit stiff.
@@jakubw6404 ty, keep the good work, and can you plz guide us with some system requirements for your whole project cuz I have RTx 3050 and I am not sure it's gonna go ok
That's because what I heard on discord about the bad optimization of fps
I have an RTX 3060. Without AI controllers on scene, the project maintains an average of 100 FPS. The problem arises when there are other characters apart from the player. On the demonstration level, FPS averages 65-70FPS.@@AdamMohamed-ji7pk
AI controllers are poorly optimized. The project was initially created on the 4.26 engine, which was much more stable and efficient. The latest version of the project, i.e. 3.0.2, includes new technologies that Epic Games introduced with UE5.0. However, this only applies to the player's character. Unfortunately, now AI controllers are less efficient or require newer solutions.@@AdamMohamed-ji7pk
where can I buy the new iwals 3.1 ?
Is changing over to 5.2 really worth all of the effort? I’ve got a lot of assets that I’m not sure if they will work with 5.2? I’m still on 5.1.1 and it’s nice that everything works… opinions?
Great work! I want to pay you but my country doesn't work with patreon. Is there any other payment option? Thanks.
Hello Jakub! I have a problem with buy your patrons. I'm from Russia, and how I can get this assets? My card don't pay
where i can by this template ?
On his patreon. Jakub W
I hope to work with you in game developpment in the future 😊😊😊
Dear Creator I wanted to buy your project but you never answered to me in discord
Sorry, but this may be due to the fact that I receive so many such messages and I am not able to respond to all of them. If it was a dm message, I almost never respond to it.
Un5.3?
Yes the required plug-ins are in his discord. Not sure if he uploaded them to patreon on yet.