Today I started trying to make a Far Cry 2 style fire propagation system based on this awesome post from Jean-Francois Levesque. This was all done in Blueprint over a few hours. I feel a bit unduly clever about it, because I don’t usually think of this stuff as being in my wheelhouse.
Here is a video and some vines.
today I’ve been doing a procedural ladder blueprint. you just give it the meshes you want to use (or use mine), a little bit of info, and pull a bunch of sliders around to change basically everything about the ladder. donhonk is doing some art and we’re gonna see if the ue4 marketplace wants it
this is a particularly useful thing for level designers because the alternatives are:
-bullshit some ladders with brushes
-make bespoke ladder meshes for the particular spot where you need one
-have a few ladder meshes of various lengths and throw them together end-to-end hoping for the best (actually works better than you’d think when you’re able to put part of the bottom section underground)
anyway, this is better
I never do this, but I did a Me Talking Over Video video. This one is about the ways in which Unreal Engine level design has a lot of catching up to do when compared to Quake 1′s (in one important respect, anyway) if it’s planning on targeting smaller developers more now. More specifically it’s about how editing CSG in Unreal (including 4) sucks, and why that is something that should be fixed instead of handwaved away as not being a big deal.
I’m still making it!
It’s got a menu, and the menu even works:
The ship is lit in a checkerboard pattern:
— Joe Wintergreen (@joewintergreen) December 14, 2014
You can ask the computer for rugs and monitors now:
I started an effect for when you melt stuff down:
You can beam up objects you see out in space, or melt them down into resources which you use to renovate the ship or make more cool stuff. You can pick up objects, like monitors, and put them wherever you want, and with monitors you can hang them on walls. You might come across cargo containers floating out in space and maybe there are things in them (spoilers: I’ve only done the containers themselves so right now there’s totally nothing in them).
— Joe Wintergreen (@joewintergreen) December 11, 2014
The whole thing still looks totally sick.
…and that’s The Latest On Spacething. More or less. Keep checkin’ the twitter feed on the Spacething site for all the newz.
I guess I kind of forgot I put out a VR rollercoaster and never looked at any reaction vids. Seems to have gone down pretty well! It’s pretty great how everybody reads my advertising aloud.
Recently, the first patron-only build of Spacething went up for patrons. It’s still super early days, but it’s quite a lot more interesting than the previous publically-accessible builds; there’s the beginning of a story there. If you want to play, support me on Patreon! I would love that.
I’ve also done a lot of cool new stuff with it since that build came out. Here’s some of it:
- Added space junk and asteroid fields
- Asteroids/whatever space junk can be beamed up (computer suggests you build a vault to keep all the crap you beam up)
- Building consumes a resource currently called Generium, which you gain by melting down space junk or rooms/walls you don’t want anymore (bigger bits of junk give you more generium)
- Running out of generium for the first time triggers a whole tutorial conversation about it
- Monitors display a bunch of ship information including your mission (spoilers!) and how much generium you have left
- Monitors can be turned on and off, picked up and moved around HL2 style, and can even be hung on walls (this is hopefully the beginning of an increasingly elaborate system of personalising your spaceship)
- Other stuff
And here’s a lot of Vines. Hope ya dig.
That was kind of a mouthful.
Anyhow, someone on a forum asked about automatic line breaks in TextRenderComponents. I went ahead and did a quick solution for them. Here it is in case someone forlornly Googles it.
So you can set your own MaxCharsPerString and the lines will be different lengths. This has some obvious readability issues in that it doesn’t hyphenate or (as I much prefer when reading) put line breaks between words, but those would be easy improvements to make.
Here’s the blueprint – click for big:
Here’s the code you can paste into your own blueprint to get exactly what I have (awesomely, everything in unreal pretty much copies out to plain text):
Hopefully this is of use to somebody!
This week I got my Oculus DK2, and today I took one of the levels of InFlux that I revamped for the UE4 Marketplace and, using Teddy’s rollercoaster plugin, added a rollercoaster. Here it is, yo.
It’s basically the same exact thing as the living room Rift Coaster you’ve probably all played except it’s in some cool lava-filled caves. It might have higher system requirements, not sure.