This is a Showcase channel for my game development. I cannot take enough time to make proper tutorials, at least right now. If you join my Discord, I provide free projects on some of my work and I'm always willing to try to help you solve specific problems in development. WA State, USA - Games & Simulations Developer | Unreal & Unity | eLearning Developer | Army Vet
I download the DTMs from public sites and import with the "Landscape" plugin @ .45 scale. Pretty simple but that plugin doubled in price in the last few months for some reason.
@@DavidNGoodman ah, i see , im trying to use GAEA with png heightmap of real location , then import to unreal , all free , I wonder what the quality will be
So awesome! Very inspiring as well, I’m curious about the weapons system - been looking for a scoped rifle, how does the hit trace for that work differently than the other ADS rifles, if at all?
The ranged weapons all use projectiles in this system. The shotgun uses a hit trace (it fires one per pellet). I don't think the scope does anything in this case other than magnify but I can check bro.
Thank you :) A couple things prevent me from making tutorials - My office is shared with my wife, so we have to coordinate meetings so that we don't interrupt each other. The other thing is that I'm learning, so although my code works well for me, I don't want to pretend that I'm an expert at this stuff. When both of those things change, I'll try to make some. BUT, if you have specific questions about how I did something, please ask in my Discord and we'll chat about it all day 😁
Did you make an integeration of the Enemy Ai into hurricane by yourself? It only has an integeration for EmeraldAi, I wanna use Enemy Ai in my game, but I dont know how to make the guns deal damage to the enemies. Could you please share the script?
Yes, I did the integration with Enemy AI and HurricaneVR. That was around 4 years ago and I moved to Unreal 2 years ago. I can try to find the project code, but it's on an archived drive somewhere in my studio. LOL But in a nutshell, go to the projectile fired by the HVR gun and on hit send a message to the enemyAI agent to lower health.
Sort of. 50 has good performance as well and around 25 land mines spawn in the same zone (if enabled) which thins them out a bit :D I do plan to spawn in more out of sight as the numbers dwindle.
No, they're from Rib(?) on the marketplace? But yeah, most of the coding I did on this AI was to get the motions and montage transitions as clean as possible. TBH, they don't look as good on these characters as they do on the UE4 manny character. I hope better zombie models will deform better at the shoulders at least.
Thank you! Funny how the perception of scale changes once you start flying. I'm on the fence about using flight in my FPS games because of scale and other things, but it's fun to explore and just fly :D
Very nice and inspiring work! Thanks for sharing. I'm more curious about your lidar workflow. I got data from photogrammetry for an area and trying to figure the best way to import it into Unreal. I've seen some workflows with Gaea and World Creator but not sure about the results.
Thank you! My LIDAR workflow is pretty straightforward. I pull DTM data from public sites (mostly in my home state of WA) and use the "Landscaping" and "Mapbox" plugins to define and bring the terrain data into Unreal. Depending on the size of the area, the process takes just a few minutes. From there, I work with the landscape normally using UE tools.
What environmental asset packs are you using? And what do you think of the FPS Animation Framework? I also purchased that recently and am not sure how I feel about it.
Hi Peter. Are you talking about the Procedural FPS Framework (plugin I think). I'm using FPS Animation Blueprint for the controller and weapon system. Most of the rest of the code systems are home brew. As far as asset packs, I'm using the "Railway System with IC Train", "Driveable Vehicle : DPV-Buggy", Military Airport (Freshcan), Factory, Port, and Brick Factory (Volodymyr Stepaniuk), M4 for landscape biome/painting. And a bunch of character packs from Maksim and others.
Plugins? Narrative Navigator, Water Plugin, Easy Footsteps, Achievements, Async Loading Screen, and possibly a couple more that I can't think of at the moment :D
@@gunterstunter Heh that's possible. Would be a while though. This level is so big I need to figure out some ways to make gameplay interesting for single player.
@@shivangipriya4153 I don't have any video for that. I've never tried to make tears, but I'd research how to do it with materials. Search for a rain shader (like on window glass). That's where I'd start looking.
@@shivangipriya4153 It's not something I can explain in a comment. But basically you need to created systems for interaction, driving morph targets, and/or using morph animations that are driven in the animation blueprint at runtime or in a level sequence. How you do it depends on the character type, how you created the lipsync animations, etc. LOTs under the hood.
I don't like the walk anim. I don't know why you can't find a decent female walk animation on the marketplace, but I haven't. Male for female walks look better IMO. Especially if the female hero isn't a runway model. heh
Thank you. Well the more the better of course. My laptop is 5 years old, but at least has an nVidia Quatro 4000 (8Gb) which is equivalent to an RTX 2060. It's still doing okay, even with Lumen/Nanite, but my FPS is usually around 40 in a more complex scene.
Oh BLS is way easier to work with than ALC. It's not as good visually, but much leaner and performs better. It's def a few steps above the current UE5 template locomotion but has room to improve for sure.
Thanks man! Still working on the soundscape. I sound designer reached out recently to work on the game, so hope to show some cool SFX and music some time this year.
@@MrAmazingpunk Thanks man, I'm so glad people are getting the vibe. It's giving me the vibe for sure when testing. Need to work on some AI capabilities, but overall that will be way more simple than modern games. Thanks for watching :)
Are you using alc included animations? If yes may I ask you if you noticed the left hand adjustment on pistol that happen from moving to idle.. Only on female char... I hate it
@@lorenzogarbin8990 I can't remember offhand, but I think the female in this video is actually using the Manny ABP. I don't like any of the female locomotion animations available on the mp. Too super-model feminine for a female hero IMO. LOL
Thank you! That's a pretty fun little level that may go into the final version - I'm thinking about creating an underground bunker with access from this little island. ;)