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Restless Souls/Wishlist: Difference between revisions

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→‎HUD: health mapping
m (→‎HUD: Color mapping done. Next stop: health animation for hypos ?)
m (→‎HUD: health mapping)
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UE4's progress bar has a fixed range of 0 to 1. In order to realize overpower values (float 1.0 to 2.0) we have to scale everything down to fit into a 0 to 100 percentage range.
UE4's progress bar has a fixed range of 0 to 1. In order to realize overpower values (float 1.0 to 2.0) we have to scale everything down to fit into a 0 to 100 percentage range.


If we think of the different colors as milestone on a road whereby each milestone is named red, yellow and so on then each every two stones span their own area of interpolated color value. So for UE4's "Lerp (LineraColor)" would will need several alpha ranges, always float values from 0 to 1.
If we think of the different colors as milestones on a road whereby each milestone is named red, yellow and so on then each two stones span their own area of interpolated colors. So for UE4's "Lerp (LineraColor)" we would will need several alpha ranges, always float values from 0 to 1.
 
 
'''Health mapping'''
 
Health and overhealth points have different densities which results in different grow speeds on the artwork.
 
To recreate a similar behavior we can let the normals health points fill the gauge with a speed of 1.5 while overpower is the sum of normal health * 1.5 plus health over 100% * 0.5.
 
Animation speed
 
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