Hello !
I`ve been massively busy with a quite exciting project involving 21 members (tons of creative and talented people). Here I`m showing a picture of one of my side projects. Something I`ve been working on to show that I properly know to use UE4. It`s just a picture but I`m quite excited about where this is going. I`ll keep this website updated with the progress of this little thing.
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Hey there !
Been quite busy with work. I'll probably go back to do some more posts and a couple more Level Design analysis (time permitting). In the mean time, here's a picture of a model I've been working on in Maya. It's also a first try at rendering in Mental Ray... I have little experience with it (less than a couple of hours). Again nothing really beats real time rendering for iteration and endless tweaking. I can totally appreciate the work of people invested in Non Real Time rendering (very patient people). Totally go see Nick's (Panick) page. He worked on Wolfenstein and did some amazing hardsurface models. http://panick.deviantart.com/ Hello there ! Today I tried to polish a little the item pick up I worked on (I worked for about 3 hours since I had some relatives coming over). I actually went back in Thief to check how the little "E" pops up when an item is in focus. The "E" moves around a little and adjusts its position and scale depending on where the player is. I took the code from the blueprint office and studied it. I then adjusted it so the "E" pops in when the item is in focus (rather then through a box overlap event). I also found a way to smoothly adjust the scale of the text render component depending on the distance of the player from the item in focus. I had to fiddle around a little to make the font show up correctly (font imported into UE4). If you've got any questions about it write me a comment or an email (there's a little email button near my linkedin button at the top of the site)). Here's how it looks. I started by reading about the client and server relation in a networked game environment inside Unreal Engine 4. It really isn't that complicated. A server simply gives all the information needed for others to connect to the game and interact in it (either a listening server or a dedicated one). Certain events, variables and functions are "replicated" to clients through the server so they are individually aware of important changes that occurs. Through the concept of authority, you allow either the client (not often though) or the server to make changes to the game state. I previously messed around a bit with trace functions inside UE4's blueprint without achieving anything really useful but today was different. What I had in mind for today was to implement the "item pick up" mechanic. An item is highlighted when it enters an area near the middle of the screen. From the get go I knew I wouldn't be using a simple line trace since I didn't want the player messing around too much to get a single little piece of coin perfectly in focus. I used a sphere cast with a radius of 7, not too big so it doesn't overlap several items at once but enough to make it so it's not a chore to pick up a very small item. Here's a list of what I was able to achieve today.
The awesome in all of that is that it works almost flawlessly and I did it in less than a day (with little prior knowledge... I do learn very quickly). Here's a video example. It looks dumb... but there's so much stuff going on in that little action, especially when it's in a networking situation. |