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What are you working on?
#113
Posted 05 June 2015 - 07:01 PM
will we be able to just set flags/attributes that will make materials shatter/breakable, icy etc. or will we have to make our own animations on certain events?
I am wondering if i could/should start a map and then I can set flags/attributes later to certain objects/materials because we will get standardised things...
I dont know how it works/ will work.
Or should we all go ahead make our own models with animations?
And make physics manipulations for icy as an example if we want our icy to be some other color or something like that?
PS: Been playing around with the editor for a while now. Just nothing with animations or physics done yet... and I don't want to make anything unnecessary :P
I am wondering if i could/should start a map and then I can set flags/attributes later to certain objects/materials because we will get standardised things...
I dont know how it works/ will work.
Or should we all go ahead make our own models with animations?
And make physics manipulations for icy as an example if we want our icy to be some other color or something like that?
PS: Been playing around with the editor for a while now. Just nothing with animations or physics done yet... and I don't want to make anything unnecessary :P
#114
Posted 05 June 2015 - 07:23 PM
zietsh, on 05 June 2015 - 07:01 PM, said:
will we be able to just set flags/attributes that will make materials shatter/breakable, icy etc. or will we have to make our own animations on certain events?
I am wondering if i could/should start a map and then I can set flags/attributes later to certain objects/materials because we will get standardised things...
I dont know how it works/ will work.
Or should we all go ahead make our own models with animations?
And make physics manipulations for icy as an example if we want our icy to be some other color or something like that?
PS: Been playing around with the editor for a while now. Just nothing with animations or physics done yet... and I don't want to make anything unnecessary :P
I am wondering if i could/should start a map and then I can set flags/attributes later to certain objects/materials because we will get standardised things...
I dont know how it works/ will work.
Or should we all go ahead make our own models with animations?
And make physics manipulations for icy as an example if we want our icy to be some other color or something like that?
PS: Been playing around with the editor for a while now. Just nothing with animations or physics done yet... and I don't want to make anything unnecessary :P
The truthful answer is I/we don't know at this stage and the problem is not that we don't know how to do it but rather there are 101 ways of doing the same thing in different ways.
Key concept is to provided entity based assets that can be parameter driven and directly relating to your question we have just started working with physics material so you might want to read up on that as what you can do with it so as far as standardizing goes it is an extension to what is required as far as material needs. It adds to but does not break whats there.
In general mapmakers are more than welcome to make their own solutions and we will be more than happy to take a look at what they have come up with and if workable add it to the feature list.
doing "stuff" with dead things.
#115
Posted 06 June 2015 - 02:44 PM
Well, after playing around with destruction and damage a bit here is my opinion how this would be easy for mappers:
I don't know if this is bad or good for game design but here goes.
You seem to be able to generate/create the damage on each side (the object that hits or the object that got hit). And what seems to me to be the best solution is to make the bullets/guns deal a certain amount of damage and let the mappers just set the amount of damage to be taken until an object is destroyed (instead of the object damaging itself if it gets hit by a certain object/actor whatever).
Another idea came to mind while playing around.
Doors could be shot open by spas. Example: door is locked/ cant be opened by the red team, you then can shoot open the lock and door opens as if you opened it the normal way. Just a simple animation which removes the lock and makes it look shattered.. would not even need an animation other than a little bit smoke and boom lock is broken and door opens like magic. Would be fun for bomb mode where red kind of infiltrates a bomb site. Or TDM/CTF for a more dynamic playing-field.
I guess this could be done some how with trigger collisions. I am not sure how this would be done - just an idea at the moment. (I have not the slightest clue how this could be done. The "animation" part yes but not that it gets triggered when shot by a certain weapon)
I don't know if this is bad or good for game design but here goes.
You seem to be able to generate/create the damage on each side (the object that hits or the object that got hit). And what seems to me to be the best solution is to make the bullets/guns deal a certain amount of damage and let the mappers just set the amount of damage to be taken until an object is destroyed (instead of the object damaging itself if it gets hit by a certain object/actor whatever).
Another idea came to mind while playing around.
Doors could be shot open by spas. Example: door is locked/ cant be opened by the red team, you then can shoot open the lock and door opens as if you opened it the normal way. Just a simple animation which removes the lock and makes it look shattered.. would not even need an animation other than a little bit smoke and boom lock is broken and door opens like magic. Would be fun for bomb mode where red kind of infiltrates a bomb site. Or TDM/CTF for a more dynamic playing-field.
I guess this could be done some how with trigger collisions. I am not sure how this would be done - just an idea at the moment. (I have not the slightest clue how this could be done. The "animation" part yes but not that it gets triggered when shot by a certain weapon)
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#116
Posted 06 June 2015 - 09:46 PM
So I haven't really done much update here, but I decided it was time to tell you guys what I've been working on.
I'm still working on moving more models over to UE4, so they can be useful for me.
This time I went on importing some barrels:
I also went on making the box from my map, to a model, so that I can easily move it around etc.
I think I'll continue using this crate, as I like it alot. Gonna be very useful for map balance.
I found another crate, which I might use sometime:
I tested out the rest of the lights, and will be using it later on my map. I think they look good!
I wanted to import a market too, so it wouldn't be boxes all over the place. I had an empty place at the back, which I wanted to fill out, and I found it perfect for that corner.
Preview on model:
In my map:
A little more work, and it should be done.
On the other corner I decided to add a few trees. My future plans are making it like on the hill. You should be able to hide in the shadows, and sneak up on the houses.
And I added some trees just for details near the left house.
If you didn't notice, then I scaled the texture of the landscape, as it was just a green landscape before. With some testing, and shader compiling..., then I think I found my values. I think it looks alot better, and with grass it'll defently look way better.
Waiting for 4.8, as the light building is causing problems...
The hill and the bottom part is almost done. Soon I'll be moving to the top of the hill and work my way back. Else I'll be looking into making the houses alot more detailed instead of being boxes with holes, and a roof on. Else I might be wandering over to other projects, and make progress there too.
Snippets of old stuff made:
I'm still working on moving more models over to UE4, so they can be useful for me.
This time I went on importing some barrels:
I also went on making the box from my map, to a model, so that I can easily move it around etc.
I think I'll continue using this crate, as I like it alot. Gonna be very useful for map balance.
I found another crate, which I might use sometime:
I tested out the rest of the lights, and will be using it later on my map. I think they look good!
I wanted to import a market too, so it wouldn't be boxes all over the place. I had an empty place at the back, which I wanted to fill out, and I found it perfect for that corner.
Preview on model:
In my map:
A little more work, and it should be done.
On the other corner I decided to add a few trees. My future plans are making it like on the hill. You should be able to hide in the shadows, and sneak up on the houses.
And I added some trees just for details near the left house.
If you didn't notice, then I scaled the texture of the landscape, as it was just a green landscape before. With some testing, and shader compiling..., then I think I found my values. I think it looks alot better, and with grass it'll defently look way better.
Waiting for 4.8, as the light building is causing problems...
The hill and the bottom part is almost done. Soon I'll be moving to the top of the hill and work my way back. Else I'll be looking into making the houses alot more detailed instead of being boxes with holes, and a roof on. Else I might be wandering over to other projects, and make progress there too.
Snippets of old stuff made:
#117
Posted 07 June 2015 - 07:43 AM
Why are the barrels so low poly, what's that an 18 sided cylinder?
Make it more rounded, remember this not idtech 3, polygon count wont affect the framerate thta much.
Post processing and anti aliasing are a much bigger performance hit than poly count or resolution of textures.
Make it more rounded, remember this not idtech 3, polygon count wont affect the framerate thta much.
Post processing and anti aliasing are a much bigger performance hit than poly count or resolution of textures.
#118
Posted 07 June 2015 - 08:22 PM
Use at least 1024 textures and make instances after you make one material by starting with a TextureSampleParameter2d and assign your diffuse texture to it instead of opening your diffuse texture in the material editor directly. Then you can make instances from the first one by changing the diffuse texture as many times as you need.
Are you using the terrain editor for your bits of ground?
Are you using the terrain editor for your bits of ground?
#119
Posted 08 June 2015 - 05:41 PM
Looking at this image:
Might I suggest importing that into blender and using the fabric simulator to make the fabrics look more realistic? The fabric simulator is quite easy to use and you could easily choose a specific point in th animation to use as the position of the model. This would provide a much more realistic looking market environment.
Quote
Might I suggest importing that into blender and using the fabric simulator to make the fabrics look more realistic? The fabric simulator is quite easy to use and you could easily choose a specific point in th animation to use as the position of the model. This would provide a much more realistic looking market environment.
#120
Posted 10 June 2015 - 08:58 PM
zietsh, on 05 June 2015 - 07:01 PM, said:
PS: Been playing around with the editor for a while now. Just nothing with animations or physics done yet... and I don't want to make anything unnecessary :P
P.S. Animations should not be a problem but don't touch anything to do with player physics.
I/we checked into the licensing concerns and UE4 is MIT and Creative Commons Zero (cc0)compatible so we can accept community submissions if done so under one of those two conditions. This way one can submit assets that are necessary to make their maps work as intended with out having to sign up as a member of the team.
doing "stuff" with dead things.
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