Showing posts with label Engine. Show all posts
Showing posts with label Engine. Show all posts

06/01/2016

Android Application


So followed the tutorial on how to put the game on to tablet/phone and i went with a basic level just to see if we can get that in and success. The basic 3rd person level works on both my tablet and my phone so we have made some progress.

Still need to see if:

  • Any of the other levels work (Other premade stuff works but no controls set up)
  • Will the game work
  • Will the controls work for the game 

05/11/2015

First landscape sculpt + Starting modular foliage modelling


Landscaping Sculpt.





Rain forest


Beach


Volcano


Salt flat




https://docs.unrealengine.com/latest/INT/Engine/Landscape/Custom/index.html 

Starting the Modular Modelling










28/10/2015

Editing Vehicle movement

I had a guy from Mechanical Engineering in yesterday.

tldr: change these

20/10/2015

Engine File Structure and Naming Conventions

Naming Conventions for in Engine, rename add these tags to the assets and remove the JK_ prefix and the initials suffix (that is only needed for out of engine sorting).

Example naming convention in engine:
SM_Env_Rock_V1

Adhere to this when you put stuff in engine.

Naming Conventions:

User Interface; UI_
Vehicles: VH_
Blueprints: BP_
Skeletal Mesh: SK_
Static Mesh: SM_
Particle System: PS_
Sound: S_
Sound Cue: SC_
Material: M_
Material Instance: MI_
Material Function: MF_
Texture: T_
Physical Material: PM_
Enumerators: Enum_
Structures: Struct_

Suffixes:
Texture Suffixes:
_BC : Base Colour
_MT: Metallic
_S: Specular
_R: Roughness
_DP: Displacement
_AO: Ambient Occlusion
_H: Height Map
_FM: Flow Map
_L: Light Map
_M: Mask

Mesh Suffixes:
_P: Physics

Animations:
_BlendSpace: Blend Space
_AnimBlueprint: Animation Blueprint


File Structure:































Everything is color coded depending on what is in the folder.
Blueprints are blue
Playable Character related folders are yellow
Sedan related folders are pink
    AI related folders are purple
    Models are red
    Textures are green


14/10/2015

[Research] Car AI, Animation and Control system










I've been looking around the forums, the question section and YouTube videos and unfortunately I'm still not finding any useful tutorials. As far as the work done peter L Newton is good but he has left it and has not been updating much recently so its still quite basic, So the best we can probably hope to do with the AI for now is maybe just point to point while leaving up posts and questions on the forum and hoping someone will get back with useful tutorials or at least maybe someone will start working on it.

Animation 

T-Rex






Carnotaurus





I found these video which I will probably be using them to help with the animation of the dinosaurs when they are ready to be rigged. The T-Rex skeleton one at the bottom will be a good idea to figure out the Rigging of the T-Rex skeleton when he is done, The all perspective shots of the Carnotaurus will help greatly with animating it since I can see how it moves from every angle.

Control Scheme

This is Set up we currently as you can see their still a lot that hasn't been set, though given we basically have all we need we will probably leave them blank unless we put in something later for them but that would depend on how much time we have to spare.

11/10/2015

AI Research

Random point AI


In this video we have three AI meshes just moving in 2000 radius of the their location, The AI will pick random point withing their radius and continue to move between random points so this gave me an idea to combine will the material below

Point to Point AI


The AI in these video moves between pre-selected nodes and follow them in order defined by myself. So what I'm aiming to do is to combine the point to point with the random radius of the Actor. so that it will create a random radius around the Nodes rather than the actor which will then move to the next one once again picking a random point in the radius around that Node.
These are the two AI Controller blue prints so this is what I'm trying to mix together and use, put simply its going to be a loT of trial and error

01/10/2015

Engine Update

-Fraps wasn't working so no video yet, will post a video when I get fraps to work- 

Splash screen when you start the game, displays records, player can reset. Player can't move until left click has been pressed and countdown has finished
Countdown gives players ~5 seconds to get ready before the race starts
In-Game HUD
In Game actor to edit amount of laps and default best times
Macro to convert float values to usable text format (for time)

Checkpoints act as respawn location, player must run through checkpoint in right direction to update. Checkpoints despawn when overlap ends, and respawn when the last checkpoint has been run through

Race Timers

This is the most important stuff, I created a bunch of functions to make all this work.


Known bugs to fix:
Lap update skips a lap which breaks best lap time because it thinks we completed a lap in 0 seconds