Another day - another update!
We all know that one does not simply make it SUPERHOT without having some HOT visuals and the same applies to MODERNHOT. While BraXi has been working on the game mechanics and level design, I've been busy making some 3D models for use in the mod. The models itself were quite easy to make, but there was some trickery involved with making them look right in game.
It didn't come off as a big surprise that CoD4 doesn't like hard edge normals. Meshes with hard edge normals end up having soft edge normals when exported to the game from Maya. In order for the models to have that chiseled look of SUPERHOT, the normals had to be baked into a texture. And oh boy did those low poly models generate some nasty artifacts into the baked normals. Luckily this was fixed with some small tweaks to the UV mapping. Actually, it appears that while I was testing whether hard edges are preserved by the xmodel exporter, instead of exporting two versions of the model, I exported the one with smooth shading twice... rookie mistake ( ͡° ͜ʖ ͡°)
The next problem was creating materials that give the models the correct look. It was quite a pain in the ass to get those red enemies have that nice orange glow without making the whole model look like a carrot. Through trial and error I finally managed to find the right values to use and you can see the results below:
The next step was creating the view model for the player's hands. A simple copy paste from the character model would not work due to having too little polygons in the hands and fingers. So after remodeling the hands, this was the result:
After coding mechanics, AI and gameplay elements, BraXi has taken the steps to work on weapons available to use in game. So far Colt .45 ACP (aka M1911) and AK-47 rifle are implemented to the mod. They have diferent accuracy, recoil, bullet spread and bullet velocity meaning that AK round would be faster than .45 ACP. Ultimately we also wanted to implement shotguns, but CoD4 engine would not let us do them the proper way.
All weapons we use are of "projectile" type, meaning the game thinks they're rocket launchers. This is because CoD4 and the engine it's based on (IdTech3) would otherwise model the bullets as lasers with infinite speed. To implement a shotgun we would have to cheat a little and spawn some additional projectiles of our own. We'll see what we can do though, because let's face it - who wouldn't like to blow enemies into tiny crystalline shards with a shotgun that packs a punch?
And here's a small bonus for you: a short clip of actual gameplay! We think the time mechanics are almost identical to those of SUPERHOT and BraXi has done amazing job on implementing the principal of "time moves as you move", stretching the Call of Duty 4 engine to its limits. But enough with all the talking, take a look at how it all comes together in the video below, but keep in mind that what you see is an early development version of the mod.
That's all for today, see you next time!