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Re: Work in Progress - The WIP Thread

Posted: 17 Aug 2016, 20:51
by UB_
We're back to this EXU2-G59 EFNP remake, front entrance




The castle has been "expanded" so to say. Now you can explore various inner locations (basically forcing in my view of how NaliC maps should have been)

Re: Work in Progress - The WIP Thread

Posted: 04 Sep 2016, 09:43
by zYnthetic
What's the fun in taking stuff just lying around when you can kill things and take theirs?

Loot tables + weighted rarity + weighted rerolls + RNG.
The harder something is, the chance that will will drop something increases, as does the number of things it could drop, and the value. Some things will never drop certain items, some always will. If the will of our Lord and Saviour, RNGesus bestows gifts on you, be thankful.

Some minor bugs with flag indicators not showing on a couple items. Plus I don't like the way the look right now. Also, replication isn't working at all for them. Built as a way to feed starving coop players and going into CoopSuite but I'll probably make a standalone version too so that it can be used without dependencies referenced by other classes.

Re: Work in Progress - The WIP Thread

Posted: 05 Sep 2016, 19:37
by Buff Skeleton
LOL, this is like a way funnier version of the old Pinata mutator. The movement of the items being smoothed out makes it so much more satisfying.

Re: Work in Progress - The WIP Thread

Posted: 05 Sep 2016, 20:43
by zYnthetic
This is going the be the final version. I actually used Pinata as a starting point and added loot tables and an RNG system that controls what tables to use and how many rolls to make in each based on defined weights per enemy. There also exists a 1:1000 chance for any enemy to produce a "Super Drop" and 1:10000 chance of a "Super Duper Drop", which you see several at the end. The physics code is actually the same but I increased the force some. Replication is currently an issue with the flags due to the way the engine culls (destroys, replaces with a reference) actors for clients.

Re: Work in Progress - The WIP Thread

Posted: 11 Sep 2016, 02:26
by UB_
42000 nodes


Pic from other thread


I really hope saving/loading in this map will work perfectly. There was an issue that the map would crash by saving it in the editor if I did put more than a certain amount of teleporter actors. Perhaps I did just hit 1116 navigation point actors of any type or something?

Re: Work in Progress - The WIP Thread

Posted: 14 Sep 2016, 11:14
by UB_
Cross-posting new G59 shots there.




I'm truly super nervous of the last map but I'm sure I get used to more complicated/weird architecture and be done with it.

Re: Work in Progress - The WIP Thread

Posted: 16 Sep 2016, 17:37
by Doublez-Down
The carpet texture on the wall seems odd to say the least. The outside screenshot is beautiful though.

Re: Work in Progress - The WIP Thread

Posted: 16 Sep 2016, 19:48
by Sat42
Awesome screenies, UB!

I didn't look at the pics too hard as I intend to savour this the right way when it's ready :D
However, to bring another opinion on the "carpet texture" on the wall: I thought it looked good, very suitable even, it should be noted that a lot of real, medieval/Renaissance castles do that kind of thing (in Europe anyway), sometimes displaying an elaborate painting of some scene but also with abstract motifs (sometimes used like wallpaper).

The last screenshot (with that dark, cool, techy/other-worldly feel) is particularly intriguing...

Re: Work in Progress - The WIP Thread

Posted: 17 Sep 2016, 15:15
by Doublez-Down
Sat42 wrote:Awesome screenies, UB!


However, to bring another opinion on the "carpet texture" on the wall: I thought it looked good, very suitable even, it should be noted that a lot of real, medieval/Renaissance castles do that kind of thing (in Europe anyway), sometimes displaying an elaborate painting of some scene but also with abstract motifs (sometimes used like wallpaper).



Maybe, but here the texture isn't framed, and it's even abruptly cut off. Just seems well out of place, but maybe that's on purpose. I'm sure someone who has reviewed as many maps as UB would recognize that. Not really a fan of the 45 deg angle floor texture by the light either, but it's passable.

Re: Work in Progress - The WIP Thread

Posted: 17 Sep 2016, 20:47
by UB_
I changed the two textures now, I guess these should work. Also updated the third screenshot.


Finished this today. Still a long way to go for this area and I need to optimize it as much as possible.

Making this just makes me want so much to get a better PC and starting playing around with UE4.

Re: Work in Progress - The WIP Thread

Posted: 18 Sep 2016, 13:43
by Sat42
That last screenshot is great, I love the feel of that area.

Re: Work in Progress - The WIP Thread

Posted: 21 Sep 2016, 18:59
by UB_
Archi done. Sounds and gameplay left and then it's time for the interior.





I wonder... does U227 has any sort of texture shading? Like U2 does with certain Drakk textures - using unlit panned textures.

Re: Work in Progress - The WIP Thread

Posted: 21 Sep 2016, 23:37
by Buff Skeleton
You made all of that from scratch? Seriously impressive work, and a huge improvement over older stuff!

Re: Work in Progress - The WIP Thread

Posted: 22 Sep 2016, 03:32
by Kajgue
Image

Been experimenting.

Animation is a WIP.

Re: Work in Progress - The WIP Thread

Posted: 22 Sep 2016, 22:36
by Sat42
Kajgue wrote:Image

Been experimenting.

Animation is a WIP.


That's cool! Actually I know that one day (not right now, too busy!) I'd be interested in learning about animating models and such, so out of curiosity - which programme do you use? Is it skeletal or vertex-based?