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12-15-17 05:32:23 AM

Jul - Gaming - My UDK Stuff New poll - New thread - New reply
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Zero One
5100
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 120


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EXP: 19185066
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Since: 05-24-10
From: Delta Quadrant

Since last post: 33 days
Last activity: 5 days

Posted on 03-07-14 04:57:05 PM (last edited by Zero One at 03-08-14 12:07:09 PM) Link | Quote
I talk about doing stuff in UDK a lot, but I never seem to produce screenshots or anything, so I decided I should change that!

University has given us the task of building Durham Cathedral in UDK and we'll be marked on many things, like appropriate custom textures, sound, lighting, and I've decided to take it a bit further, because I completely love playing with UDK and all of it's tools.



This is what I've been messing around with. First, the tree. UDK ships with a program called SpeedTree, which, as the name suggests, generates trees. The one that ships with UDK is a cut-down, free version that only retains compatibility for UDK, but it's pretty good! That tree only took about 5 minutes, and the compile time was fast. According to my UDK lecturer, there was a problem with SpeedTree at his last job which required removing all SpeedTree trees. Unfortunately, he can't say why because of an NDA. While unfortunately not captured in that image, there are two emitters in the tree spawning leaves that float to the ground at an angle.

Secondly, and most significantly, the rain. In Unreal Tournament 2004, rain and various other weather effects was a post-process, or perhaps a particle effect that was disabled when you entered certain volumes. That was gone as of UT3, with the developers instead choosing to have panning rain material applied to a series of intersecting planes. However, when I tried it, I wasn't pleased with how it looked, so I opted for the more intensive particle effects. Applying multiple particle emitters really creates the sense that there is rain off in the distance and it looks damn good too; a lot better than I was able to achieve with a panning material. The particles also die on collision, so I can place the emitters above my cathedral and not have them pass through the roof.

To finish off the rain, I'll simple need to add another particle emitter for splashes and then some sound effects of rainfall.

Also, for those interested, here's a handy installer for the map in case you want to actually run around in it. Rain emitters aren't placed all over the map yet, so there are areas that have no rain.
KentaKurodani
Random nobody
Level: 7


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Since: 02-28-14


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Posted on 03-11-14 01:29:51 PM Link | Quote
POST MOAR. Especially that other thing you showed on IRC, that was cool.
Zero One
5100
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 120


Posts: 4755/5108
EXP: 19185066
For next: 302105

Since: 05-24-10
From: Delta Quadrant

Since last post: 33 days
Last activity: 5 days

Posted on 03-21-14 11:54:55 AM Link | Quote
I guess this thread is now "My Unreal Engine Stuff", because I bought Unreal Engine 4! It's an amazing leap from UE3 in so many ways and everything looks remarkable.



As you can see, the lighting and reflections are gorgeous and is quite capable of running on my relatively old machine, though happily, I am going to be getting a much more powerful machine, which will be perfect for UE4.

They've added in the extremely powerful Blueprint visual programming, which is strong enough to make entire games without needing to touch a single line of code. For example, there is a sliding door in the map which is triggered by an event being fired by a TriggerVolume, and all of it is handled as nodes in Blueprint!

For those who'd rather write code, the C++ source for the entire engine is available for subscribers. Starting up Unreal Engine 4 gives you various pre-built options, like FPS or side-scroller, with most of them being available in both Blueprint form and C++.

For $19/€19, you get an unbelievable amount of sheer power, and if you choose to cancel your subscription, you can still have access to versions you've paid for and you can install them as many times as you want on as many machines as you want.

Seems a shame I have to switch back to UDK to finish off that cathedral!
Unknown Richard

Level: 37


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Posted on 03-21-14 02:37:05 PM Link | Quote
Not going to lie. The lighting on the UE4 SDK is just plain orgasms (in a good way of course). This makes me wonder how Zombie Studios's upcoming horror game Daylight (first game using UE4) will look on April 8th.

Anyways, would it be possible to do a 2.5D platformer (with at least a Metroid-style level progression) using UE4? I know Comcept made a 2D platformer UE3 with Mighty No. 9.
Zero One
5100
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 120


Posts: 4756/5108
EXP: 19185066
For next: 302105

Since: 05-24-10
From: Delta Quadrant

Since last post: 33 days
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Posted on 03-21-14 06:34:50 PM Link | Quote
Originally posted by Unknown Richard
Anyways, would it be possible to do a 2.5D platformer (with at least a Metroid-style level progression) using UE4? I know Comcept made a 2D platformer UE3 with Mighty No. 9.


Unsurprisingly, an Unreal-powered Metroid game is something I've thought a lot about and UE3/4 would be perfect for it! There was a theory floating around that the Prime games used a version of UE2. Don't know how true it is, but the Unreal Engines do have some similarities to how Metroid Prime worked, namely level streaming: one giant persistent level that loads in other levels as you approach a trigger volume. I believe I managed to find a way to have an animation play when a level is loaded, so it's entirely possible to have doors react the same as they did in Metroid Prime and remain shut until a level is loaded.
Peardian

  
Magikoopa

July 3: KvSG #479 is up!

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Posted on 03-21-14 11:20:46 PM Link | Quote
Very neat!


As someone who messes with and works with 3D models and whatnot, I must say that I was incredibly impressed when they first showed off the Unreal 4 engine and what it is capable of.

Zero One
5100
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 120


Posts: 4757/5108
EXP: 19185066
For next: 302105

Since: 05-24-10
From: Delta Quadrant

Since last post: 33 days
Last activity: 5 days

Posted on 03-23-14 08:36:48 PM Link | Quote
Finally got Durham Cathedral finished! (image). Worked on it for about 12 hours solid to meet a deadline. I have to say, it didn't turn out at all the way I wanted it to, but there are parts of it I'm really happy with. I also got to experiment with making my own mesh and textures, which was several kinds of frustrating, but I eventually ended up with a wooden beam I was happy with, though, it's not really in a position for a player to notice.

The map ended up being much smaller than I had planned. Originally, you were going to be able to run all the way around the outside, but time constraints meant that I had to cut either the interior or the exterior, and since I spent a lot of time aligning everything and making sure the interior looked nice, the exterior got axed. A bit remains as the Cloister, the only outdoors part.

It's likely that I'll go back to it in the future and get it to be how I had originally planned it, and probably make it look a hell of a lot prettier too. Or who knows, I'll do it in Unreal Engine 4...

For those interested, you can download an installer for the map here. The only problem with this is spontaneous bot death. For some reason, they just die. You're fine though. You can walk around and watch them immediately die. A little research suggests it's the player not being close enough to them. They can't find a path to something killable, so they suicide.
Zero One
5100
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 120


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EXP: 19185066
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Since: 05-24-10
From: Delta Quadrant

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Posted on 04-14-14 04:24:13 AM Link | Quote


Finally got around to creating a video of the cathedral I made!
Zero One
5100
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 120


Posts: 4771/5108
EXP: 19185066
For next: 302105

Since: 05-24-10
From: Delta Quadrant

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Posted on 04-22-14 04:13:59 PM Link | Quote
Spent the day trying to accomplish something I attempted before, but failed horrifically. A simple barrel, in both UDK and UE4. The model has diffuse, normal and specular maps, and a second UV for lightmaps.

For a first proper attempt at a model with decent texturing, I don't think I've done bad here!
Zero One
5100
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 120


Posts: 4775/5108
EXP: 19185066
For next: 302105

Since: 05-24-10
From: Delta Quadrant

Since last post: 33 days
Last activity: 5 days

Posted on 05-09-14 03:19:51 AM Link | Quote
So assignment 2 in University is to script a gun. You can use a weapon from the content pack they give you... or make your own. So of course, I made Samus' Arm Cannon!



The primary fire is the ammo-less Power Beam, which uses modified Shock Ball particle effects to emulate the Power Beam from Metroid Prime. The secondary fire is pretty much just the Rocket Launcher's primary fire with no multiple missiles. However, the gun uses the Prime beam switch sound as it's pickup sound and the primary and secondary fire had to be scripted as their own class in order to set up their respective fire and impact sounds.

To finish this off, I'll need to give it a material and set up some animations for firing and weapon switch. I'll also likely need to greatly rework the model in order to have the front open up when a missile is fired, but I don't think I'll be able to get that done before I have to hand it in on Sunday.

One step closer to an Unreal-driven Metroid engine!
Zero One
5100
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 120


Posts: 4778/5108
EXP: 19185066
For next: 302105

Since: 05-24-10
From: Delta Quadrant

Since last post: 33 days
Last activity: 5 days

Posted on 05-12-14 06:29:24 AM Link | Quote


The submitted form of the Arm Cannon mod! The HUD has a working energy bar and tank system. This mod uses a custom Pawn to have a maximum of 1499 energy to demonstrate the 14 energy tanks and the energy bar. There is also a missile counter on the right which also acts the same as Prime, and will also function as an ammo counter for all of the other weapons.

The weapon itself has 3 animations for firing, put down and picking up, a basic material (including an emissive map for the lights) which I will be redoing, a particle effect for the muzzle flash and the various sounds that the Power Beam and Missile launcher uses.

The primary fire is the Power Beam, which has it's own particle systems and takes no ammo. The secondary fire is the Missile launcher which just uses the particle systems for the Rocket Launcher, and uses ammo. Various functions have been overridden to prevent the weapon from automatically switching out when you run out of ammo, since a player should always be able to fire the Power Beam.

The third-person weapon is not correctly oriented; it will appear to be facing to the left of the user.

After May 27th, I'll be done with University, so I'm likely going to fix up various issues with the Arm Cannon, including the god awful texture. I'll also be looking in to doing more Metroid-type things. One thing I would like to experiment with is level streaming to try and get the Metroid-style room system separated by doors. I'll also likely rework the Arm Cannon model itself to allow for better animations, such as the Charge Beam animation. And, of course, I'll be taking everything and shoving it into UE4, because it's so much better.
Zero One
5100
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 120


Posts: 5065/5108
EXP: 19185066
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Since: 05-24-10
From: Delta Quadrant

Since last post: 33 days
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Posted on 07-17-17 01:56:57 PM Link | Quote
Oh hey, I remember this thread! After a suggestion on Twitter (of which I'm accepting any small, daft ideas people might have), I'm working on a small game called Nade-A-Mole!

The video above shows the progress so far after a couple of days of working on it. So far, I managed to write a shader that disintegrates the "mole" whenever it gets hit, along with a small particle effect. I also have the moles popping up and down randomly. I don't really know what the end goal of this is going to be, but I know I would like multiple levels of varying difficulty, and obviously you need point scoring, or else what's the... point?

In any case, I'm having fun working on this, and I'm hoping the end result will be nice. After it's done, I'll stick it up on itch.io for people to grab.
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