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We have some new props in our game now :D And you can play hide-and-seek with the giantess in the next update!

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Blue Palmetto

This might not be the place, but wondering if we can add 3D models from resource stores to the game ourselves

GiantessGameUE5

It's possible that I can implement the importing system in the future.

Simplicius

Is there any way you could make the "hit detection" better. I wish squashing tiny people actually happened when the girl steps on them, instead of simply being when the giantess is near them.

GiantessGameUE5

Yea I’m working on it! The reason that is not very well right now is because the distance between camera and the tiny/vehicles are too far. I’ll find a walk around to solve this issue

Crucivel

This is honestly where I'd like to see the most improvement at some point. The larger destruction physics are really cool but as soon as you start zooming in to view the details the actual collision detection is all over the place. My hope is that someday, the foot collision hitbox will match the exact size and shape of the model and that we can get better connection to the map along with terrain deformation that matches the shape of the model. So footprints that match the shoes/feet shape and size. Probably wishful thinking at this point but having footprints that get deeper and start causing cracks that break stuff around them based on how big they are would be so cool! This game has some serious potential, especially given the talent behind it and what we've gotten so far. I just hope we get a focus on the interactions with NPCs and "grounding" the giantess. Right now she sort of "floats" around the map and causes everything in a bubble around her to explode XD

GiantessGameUE5

Yea… that bubble is actually how we currently optimized the destruction, but we’ve already found a walk around of that. Once I finished the combat/hide and seek gameplay I’ll work on those details

Crucivel

Oh I completely understand why it is the way it is! Game development is hard and most video games don't require animations to be this precise for basic movements like that. There is another GTS game dev that has managed to create a game with extremely precise animations and it's partly because the character movement is a bit unconventional. It was created in Unity though I believe. https://www.deviantart.com/tinysoft/art/Size-Warfare-1-0-Full-Release-Trailer-1093316924 Worth checking out if you haven't seen it already. His game is one of the higher quality ones out there which I think you could appreciate given how much you've put into your own project!

GiantessGameUE5

Oh I’ve supported him for a long time too haha. Yea, the way we control the characters are different. He’s using ik driven animations where I’m more of using the regular locomotion system. I’ll eventually try to plant the foot on the floor, but just need some time haha

heinz

Ohhh, is it my guess or it is relly happening ? Girl is walking little vertically during crushing ? When stepping on debris, maybe OK. But during crushing untouched buildings... this is really disturbing. Is there some possibility to keep an option, where vertical movement will be disabled during crushing walk ?

MW2366

Question: Would it be possible to automate the Z-Offset when importing custom VR Models? I notice that at smaller scales, the feet of various VR Models can clip through the ground, and at larger scales they float above the plane (ground, really). It seems at larger scales you'd have to move the armature of the model down by Y-Axis -0.5f to get 200m, and Y-Axis +0.5f to keep it from clipping through the ground at around 10m.

CrimsonFreak

Question: How do I run this? Downloaded it, but can't find how to start the game

GiantessGameUE5

Oh, unzip the folder and click on that shortcut exe file

GiantessGameUE5

Hmm each VRM may have different size… so automate Z-offset maybe a bit difficult. That’s why I had that Z offset settings for player to tune. However I can make the UI transparent so you can see the character during the changing

GiantessGameUE5

Yea, I’ll tune the IK (foot placement) system in next update to find a walk around on this issue

MW2366

All Unity Project models I've seen so far are 0.0f in Unity itself with the feet touching the plane. Unreal Engine seems to move the entire model root approximately 0.03f upwards at the starting scale from my exporting and importing of VR Models from Unity's Scene Editor (using the VRM0.x project) to this game's VRM Importer. I've also learned that models can explode if the Armature and the Body inside the FBX do not match in Armature scale and/or Armature position when importing into the game. Basically, I've standardized the model and armature to 1.0f in scale and 0.0f in position. Then I use the root project FBX to scale and position the model correctly in Unity's Scene Editor to export. The skeleton below the Armature root can be modified freely without much deformation to the model in-game, same with the model's Blendshapes. It actually comes out pretty cleanly when doing this process, so I don't have to touch the VRM Z-Offset slider in-game. I would have to manually slide the Z-Offset in-game when the model gets larger or smaller, unlike the Character models which are Unreal Engine assets with correct Z-Offset throughout the shrink/growth process. So. I'm wondering if there could be some automation between detecting the ground plane in-game and the VR Model which is using Unity to build. I'm actually wondering if Blender would be a better option for exporting to VRM.

GiantessGameUE5

Yea… unity has better support with VRM files… while UE is using a runtime regather to clone the gestures from UE skeleton into the Vrm model’s skeleton… there comes the error

GiantessGameUE5

I guess the height and the scale might be the main issue causing the z-offset

huan yang

请问下 这个坦克 和直升机 怎么调出来 我找了半天没有看到

GiantessGameUE5

您好~~ 按Tab或者C菜单spawn object里面最下面是飞机和坦克

huan yang

请问下 这个最新版是几月的呀 我下载的二月份的 没有找到这个飞机坦克

GiantessGameUE5

嗯嗯您那个版本是有的,需要自己手动召唤摆出来,在spawn object那个菜单(就是小人模式下按C打开的菜单)最下面可以看到

huan yang

抱歉 我尝试了几次 巨人模式下可以按C 但是小人模式下 按c没有反应 我不知道是不是下载错了版本

GiantessGameUE5

没有没有,应该是我说错按键了,您试试看tab,我现在不在电脑旁。

huan yang

升级到120一月 支持你 希望能玩完到更流畅的版本 要是能多一些提示就更好了 有个演示视频更好了 可能是我电脑不是很好 总感觉还是会掉帧 哈哈

GiantessGameUE5

嗯后面会慢慢把这些打磨一下。下个版本修改了车辆的触发方式,会变得略微流畅一些

huan yang

请问下 这个物体破坏要怎么才能打开 我有勾选上 设置里的物体破坏 但是还依旧没有效果

GiantessGameUE5

您好,需要打开那个快捷方式才能开启建筑破坏

huan yang

额 怎么打开呀 没找到 大佬

Anna Rowland

I'm back and I downloaded but I'm not gonna crush I'ma just explore and the only things a will destroy are teslas and new cars and I will turn the city into taxi city