Renzatic on 4/8/2018 at 21:27
Quote Posted by Nameless Voice
I doubt the model would work for TDM, I don't believe Doom 3 supports PBR (and it's probably a little high-poly). Also, that level hasn't even been started yet, and will be for a game I'm (very slowly) working on, so it may be a
long time.
You'd have to play around with the roughness map a bit, but the diffuse and normal would work just fine. Polycount probably wouldn't be much of an issue, either.
Renzatic on 7/8/2018 at 02:17
That's pretty much what I'm doing. The problem for me is that the farther I get, the more I realize I want to change my style, which means having to go through and update everything to fit whatever flight of fancy I have in mind.
Nameless Voice on 12/8/2018 at 00:25
[video=youtube;O0xMxyqYWtw]https://www.youtube.com/watch?v=O0xMxyqYWtw[/video]
I was working on this system about a month ago, but got sidetracked because there's a nasty bug in one of the spline-related functions in UE4 that made it impossible, so I'd put it aside until Epic fix the bug.
Today, I discovered that someone else had found a workaround to the bug, and so was able to finally get this working properly.
It's a system which makes use of Unreal's powerful SplineMesh functionality to allow me to place meshes at fixed distances along a spline, distorting each mesh as appropriate to follow the curves of the spline.
The example here, following from my previous mining-related objects, is a rail line, with sleepers placed at regular intervals, but this system could be useful for anything from picket fences, to stone walls, to entire hallways.
I'm considering adding more options and flexibility, and then putting the blueprints for this system up for sale on the UE4 Marketplace. I haven't tried selling anything on there before, but this seems like it might be generically useful enough that people could want to buy it.
Edit: Ooops, uploaded the wrong version of that video. Replaced with the correct version.
henke on 13/8/2018 at 05:37
Very impressive, NV! :thumb:
Quote Posted by Nameless Voice
I'm considering adding more options and flexibility, and then putting the blueprints for this system up for sale on the UE4 Marketplace. I haven't tried selling anything on there before, but this seems like it might be generically useful enough that people could want to buy it.
I can attest to that. I bought a similar system from the Unity store not long ago, for a taxi game I intend to make at some point.
henke on 25/8/2018 at 17:13
Forget about Gamescom, here's the early gameplay footage you SHOULD be getting hyped about this week! :cool:
[video=youtube;4NlceWaxo9Y]https://www.youtube.com/watch?v=4NlceWaxo9Y[/video]
This weekend, I am killing my darlings. I made this 13-level version of this game and sent it out to a few of you to test recently, but no one made it further than level 6. As usual I've made something that really only I know how to play, so I've had to rethink a lot of the gameplay to make it more accessible, and this weekend I made the biggest change yet. From the start one of the core gameplay elements has been that if you crouch while airborne you spin faster. It felt very natural that you'd be able to spin faster as you tuck in, and I liked the feature a lot, but it's not meshing well with another feature I've added so I had to cut it out. Now when you crouch while airborne you'll instead start moving rapidly in the direction of the pogo. This makes hitting certain points on the ground much easier and gives you greater air-control. Hopefully it'll make the game significantly more playable.
If anyone wants to test this, let me know! Always need more testers. :)
Yakoob on 25/8/2018 at 20:29
I really appreciate that you have a distinct style henke, and all your games feel like they have a unified theme. I think I remember you looking it more as a side thing, but have you actually considered exhibiting somewhere? It would be cool to see a henkebooth at PAX or something, with a few laptops set up to play all the different things you made :)
Pyrian on 26/8/2018 at 01:49
Commander: "And send up another box of fresh fruit. No worms this time. Out."
Lieutenant: "At orbital shipping costs, I'd say a worm or two was just part of the authentic charm."
Governor: "Aye. Do you think he could just program a worm into the food printer?"
Lieutenant: "They asked him to stay out of the kitchen after the gumbo incident."
Judith on 27/8/2018 at 09:44
This is just another piece of furniture, but I think I'm getting better at baking normals here, finally using averaged normals and cages the way they should be used. It does make the whole process longer, but the result is worth it.
This is a 500k hi-poly concept:
Inline Image:
https://s22.postimg.cc/k6qnp4cwh/obraz.pngAnd this is the low-poly model, 540 tris:
Inline Image:
https://s22.postimg.cc/8pojm7zz5/obraz.pngDrawer handles are flat only to indicate that they're not interactive ;)