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The scent tracking mod itself though was actually just an example mod for how to use arkframe. Making a mod that does something similar is certainly possible without ArkFrame (Though not easy and probably not performant).
This is the best possible method I can imagine mapping / tracking in a map as vertically oriented as Abb, so I'm very excited to play with it.
i wanted to add it to my aberration server as i think it can be very useful for players.
The tracking distance is unfortunately limited by stasis range. Aprox 24K units in UE4 if I remember correctly, nothing I can do about that. Once something is in stasis range it starts producing the scent particles.
Prints would be a bit more complicated, that would require the use of decals instead of particles decals are FAR more taxing on the system unfortunately. The generic particles also allow me to make it forward compatible and mod compatible.
The scents are already color coded by aggressiveness, unfortunately there are only so many colors under the rainbow. HOWEVER there is the explicit tracking where if you put in the name of a dino it will only show the scent trails for that type of creature
Making it the shape of the creature would be quite a bit more intensive on the client so I don't know if I am going to go that far, but the size of the puffs should change with the size of the creature.
If you use the little menu (SHIFT+Keybind Primary) you can choose specific things
I should not respond to messages after like 10 PM xD
ZZ was just copy pasting from the middle of your last comment.
And yeah I was polishing the mod a bit more earlier tonight. adding in a modconfig with the option to turn of postprocessing and work on tracking specific targets, as well as fixing some bugs
This mod isn't so much about what it does as much as it about showing other modders how to use ArkFrame
Heh thanks, I’m good at ideas but idk programming languages so I can never implement them. ><
Those are some good ideas. I'm not sure how many I will implement, this was just suppose to be an example mod for other modders on how to use ArkFrame so I don't want to clutter the source code too much though. I do want to work on the tracking effects a bit and clean up the post processing though, so there are some good ideas in there.
Realism kind of goes a bit out the winodw with this game, but even then the visual distortion was supposed to be a bit of a trade-off. Ability to see in exchange for sense of smell kind of deal.
Not that I'm an expert in tracking but from what I can tell you terrestrial and arial creatures would leave no trail over water, and arial creatures would leave a trail on land only; not much in air but perhaps some for smell; and containing gaps which would increase depending on their altitude. Perhaps place the part taken out to make the gaps on the ground in their actual position in air (maybe blurry, lighter, and spread out a bit though), to represent picking up a scent and knowing what direction it possibly came from. As far as I know humans can't track aquatic creatures, so maybe just take it out. If accompanied by an animal good at tracking the figures could get darker and clearer in general, in the case of an aquatic predator joining you perhaps then show the trails of aquatic creatures. I'm not sure if that's possible for you to program, but if you could it would be more realisitc.
Because of that and the fact that it seems like it might get difficult to distinguish creatures by their puff of smoke, perhaps instead market it as a tracking mod instead of specifically scent tracking and instead of formless clouds that seem to be colored based on eating habits mayble make the clouds shaped like the creature they belong to and different colors within species too. That way if you're tracking the blue dodo you don't end up tracking the green dodo or even a completely different thing. So in tracking mode it's like focusing in on the details around them and imagining what was there.