Gecko on 7/2/2018 at 15:04
[video=youtube;StbDz51T9lM]https://www.youtube.com/watch?v=StbDz51T9lM[/video]
Oregano on 7/2/2018 at 15:25
Was caught completely by surprise when this popped out on my youtube notifications. What do you have in store for us, Gecko?
Gecko on 8/2/2018 at 20:17
At the moment i'm learning a lot of things in the UE4 Engine ;)
neux on 11/2/2018 at 19:09
Amazing gecko!
Listen, I've developed a city generator. It generates a city quarter with 10-25 buldings each with 1-3 floors each already filled with rooms. I've stopped at that point but what would follow is addition of furniture, stairs and doors. But at that point the city architecture is build. I already have a system developed (in quazi-code or on paper) which would create a quest progression on the city model created by the generator. With the new UT4 engine being free I thought about implementing this in order to create a Thief game with random levels. Theres a lot of work so I'm waiting for the right opportunity but at one point I'd like to release such a game to the public. Perhaps one day we could work together?
Here's a city generated by my algorythm. (Top down view / Tloris ) Each row reperesenty a different city. Columns are city levels. Blue, green objects are rooms, white is city streets or air in level 2 or 3.
For example: The first row is one city. First image in first row is city ground level, second image is 2 floor (so above the ground level) and the third is the third floor.
Edit: The Dark gray in building represents a entry to the house (the first room where one would leave their coat and shoes) and the light gray is a hallway connecting other rooms. (Some buildings are smaller and dont have this entity) I can set a lot of parameters and expand on the current code.
Inline Image:
https://image.ibb.co/dHyCQn/015.png
neux on 12/2/2018 at 19:47
Well generator outputs data which would have to converted into 3D. The only representation I've made at the time was this 2D top-dow view ((
https://image.ibb.co/dHyCQn/015.png)).
I like the edged one better also I prefer the yellowish skull. Both look great!
Something was bothering me though with proportions of body in your model. I've pasted a picture of Leonardo da Vinchi's man over your model in photoshop ((
https://leonardodavinci.stanford.edu/submissions/clabaugh/images/vm/leonardo.jpg)) and It does look that arms are a bit to long and the chest is a bit too narrow. Try to paste Leonardo's man over the model yourself. All the constructive criticism I can give at this point. Still.. I like em already! Great work.
bassoferrol on 13/2/2018 at 18:41
How can I add these nice guys into Thief Gold?
Gecko on 14/2/2018 at 10:37
I would do it by myself if i could...but the converter is so buggy. I've tried to convert a high poly mesh of the trickster for Thief Gold. But the converter.exe crashed every time i tried. So i gave up on this :nono:
Also there is a limitation for a mesh (polycount) what makes it really complicated.