Jump to content

Recommended Posts

  • Alienhead changed the title to Junkman Sam - Dev log
Posted

I have finally integrated my pre-fab dropper into my current game project..  Wow what a time save not having to place, scale and rotate all those little objects everywhere. 

Also wrote a script to load prefab drops into the editor and ultimately save them out as part of the actual map file. 

image.thumb.png.6e685012c21208ce0f5e4d61ebfafe1e.png  Image

This place should really start to look like a junk yard in the next few days. :)

  • Like 5
Posted

Spent the last two days balencing the light scheme again, this time due to the fact I inserted live clouds that cast shadow and i was getting to dark in some areas during bright hours.  Sooooo... went back to the drawing board and recreated a new light scheme that compensates for overhead cloud shadowing. 

This is my results:

image.thumb.png.1563cd7787ebbc4ac6f91b482a636d8d.png

  • Like 3
Posted

I've started working on a new area, 'the long highway',  the player will have to traverse quite a many miles on foot before getting any means transportation..  This common road side stop will be packed full of surprises! Both easter eggs and danger.  Looks like a good place to find a snake lurking about!

image.thumb.png.a2e0f4d032f1d023077131e6d295a5c3.png  image.thumb.png.d6e4a3257f6b195b38f5158f65a64527.png 

image.png  image.thumb.png.1cf638a268db6a7617165fd9b2c93d62.png

  • Like 3
Posted

First pass at my day to night transition routine..  Im not at all happy with it yet, but I atleast I have something to work off of now.. It's going to take some work to get it game ready but It'll eventually come together.

This screenshot is approx. 830pm in the evening..  horizon line is not yet included in the code so ignore the day time horizon. :)

image.thumb.png.9c0fd329ecabc21e717c54f26a13b199.png

  • Like 2
Posted

And all he's looking for is a hub cap! hohumm.

Anyways, I've extremely optimized the prefab dropper. All the prefabs dropped in this scene are interactable but only a very few active around the player. I tested it in the upwards of 20k prefabs on a map and still running silky smooth.  Two new screenshots, one without  tessellation and with.

image.thumb.png.40c8a226abf9ef307fcf2629c68be496.png   image.thumb.png.3fb7bb9d3f510ff25a22e425edb22201.png

You guys may remember an addon component I was working on about 6 months ago.. Well it's complete now and integrated in my game.  I had to add more mass to this player as he's quite a bit bigger, but he still pushes trash out of the way lol.

 

  • Like 2
Posted

I pulled them from many sources,  this one I got most out of, had to do some surgery and retexturing, but I think there was about 3 sources I used to put the overall set together. And had to create new textures for nearly everything in order to keep my color scheme in line.

https://sketchfab.com/3d-models/car-parts-garbage-ea1ddb1539514f9aa2a540dc37de1380

 

I purchased this pack about 9 months ago, finally got to use it. :) 

https://www.cgtrader.com/3d-models/industrial/other/rusty-scrap-props

 

That Quixel pack you posted looks pretty darn good, but I think they have a license term preventing you from using it outside Unreal engine.  I'm not sure though, that may had lifted since they moved to Fab, I'll look into it.  But to be honest I like mine set better, theres to much color in that quixel screenshots, Im using a LUT system and dont want to stray to far away from my color scheme.

 

 

  • Like 3
Posted

The Epic terms are reasonable.

Its just a pain to get them into LW5.

I load them into unreal. Then export as a Gltf and then import it back into LW5.

You may:
  • Use the assets commercially or privately
  • Modify and adjust the assets in order to incorporate them into your Projects
  • Commercially distribute your Projects with the Fab assets incorporated into it
  • Use the assets with any compatible tools (usage is not limited to Unreal Engine)
  • Share the asset (directly, via a private repository or in the Project) with your collaborators that are working on the Project with you
You may not:
  • Resell or redistribute the asset for free on a standalone basis or allow others to do the same
  • Like 1
Posted

Tried a new technique, attempting to blend decals to foliage patterns and color.. so far I'm liking it.. a little.

image.thumb.png.970a1631b6c796d90dd12045ccd0cc2f.png  image.thumb.png.2e17c7c08973561a57f48333845755e8.png

Josh did some fixes to the tessellation shader..  I readjusted my tess materials to match and the outcome was more than I expected, both speed gain and a visual upgrade. This road is done with nothing but terrain brushes. 

 

image.thumb.png.c95bd18b881ad46d61fa940c69e66635.png

 

  • Like 2

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...