Posts by Beck
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Quote from Leigh
you made a static mesh out of some brushes or import a mesh ? if so, you need a second uv channel on it/them for the lightmap

(Edit your static mesh, Window > Generate Unique Uv's)
Thanks for that, I'd brought in an exported plane to use, deleted that and it seems to have done the job.
Time for a quick update? Sure ok why not.
I took the bridge on the top floor and decided to split it in two along the walls instead. I prefer it this way, it gives players on the middle level longer to take a shot at people on the upper floor and from more angles.
I've also taken out the whole floor from the middle level and replaced it with a bridge like section that connects the two ramps. I might update the ramps to fit this better but I think this is a good change also, bringing all three levels of the map into the fight at once.
The flag locations now also have an extra area on the left where the wall used to be. I was a little worried players could simply stick to the corner and cover all three entries to the room, so by taking out the corner and replacing it with a 4th entry it should keep people on their toes. It also gives players who enter via the ramp a second option of how to get up to the flag.
The second ramp is however visible from the top floor so it's not a 100% safe route for them either!
I'll probably hold off on updating in this post for a while now (or at least until someone else does :X)
Any thoughts or feedback would be helpful as always though!
Wow, I wrote you some feedback last night but I think I forgot to submit it!

But yes, like Sigma said, grab OBS and make a twitch account. You can then broadcast your work to Twitch and then export a video to YouTube. It will be much easier for people to give you feedback when we can get a sense of scale and how easy it is to move around the environment.
Some things to consider:
- How many players is the map intended for?
- From the screenshots it look like it may be too small for a 5v5? (Again, hard to judge scale at the moment)
- What is the timings like getting from one flag room to the next?
- If this time is too fast then people will have trouble retrieving their flag before it gets captured.
- It's probably easy for players on the higher level to get down to defend their flag, but how long does it take for people to get up from the bottom level? Might be worth installing some elevators or teleporters?
- Do you plan on putting extra cover around the level?
- Do you have room to do this?
- What about cover for people on lower levels? People above generally have an advantage over those below, will you try to balance this?
- Are you planning any advanced routes through your level?
- For example, you can dodge off of a wall to get to a higher location.
- Some sloped walls can be "surfed" when dodged into, any plans for these? They could be quite fun when moving down in the level.
- There's gameplay videos of the above two points on youTube, I had a quick search but couldn't find them. Might be worth having a little dig for them.
You've definitely got off to a good start though!
I'll also be starting a map later this week or early next week. So you're definitely not alone, Leigh!
Is it possible for us to create our own threads in the challenge forum? Or create a sub forum within the challenge forum. I think if everyone is posting their progress in here it will be hard for us to keep track and give feedback properly.
- How many players is the map intended for?
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Thanks for the link, Leigh!
And yeah, progress screenshots are always a nice to see.
Do we make a thread each here? Or just post screenshots in this topic/in the 3D forum?
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Quote from tomm
Looks like you need to have an active account(subscribed) to be able to access github and download UT4
Yes, this is true. But if people just want to take part in this challenge then a months subscription will be enough.
Noticed a few spelling mistakes and such in the guide above (it was late, sorry!) but if anyone gets stuck with anything just post here and I'm sure someone or myself will be able to help

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So... I just found out it's really dangerous to keep your credit card details on Amazon. Just bought this:
[Blocked Image: http://i.imgur.com/g6QqgQO.jpg]
http://www.amazon.co.uk/dp/B00HYX1XCK/…7986871_TE_item
And if my wallet wasn't hurting enough I hit the buy button on this:
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Very cool, coming together nicely!
Love that first photograph too.
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Quick time-lapse of someone making a scene using the example content.
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For me gameplay should always come over graphics.
As a PC gamer this is not a problem for me since I have an awesome PC. I get all the good games with top notch graphics.
I don't think it's too lame that people bash the XBOne. I think the reason a lot of people are saying the Xbox One sucks is because it's meant to be a next-gen console and people expect next-gen graphics to go along with that. Since the competition (PS4) can generally pump out these games at 1080p then people are getting a little disappointed when the XBOne falls short.
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Not a huge fan of Star Wars but damn that was cool.
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Quote from FMPONE
I was too busy losing all of my skins betting to play pick'em challenge

Haha same!
To be fair I only put in 8 skins I didn't like/need. Got a decent stattrak CZ out and just re-bet all the other skins I won but then lost everything.

Oh well, it was all a bit of fun and the tournament itself was great to watch. So many close matches! I think this might be how people who like football(soccer) feel when big games come up. More please!
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Yeah I've been betting weapons instead of worrying about the stickers!
Titan vs Cloud9 was an awesome match. Real edge of your seat stuff!
Scored myself an Inferno souvenir case too

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Pre-alpha is now playable online. Might give this a spin over the weekend!
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Is there any footage of this game yet or is it just the background on the "What's next?" website?
I love the Walking Dead comics so if you could take all of the good stuff from them and make a game it could be great!
I'm totally jealous you're working on a zombie game!
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Quote from SotaPoika
Oh wow, you can download it already? Damn, good reason to learn UE4 while working on some map for UT4's alpha!

Yep

If you have a subscription to UE4 then follow this guide on how to get set up:
https://wiki.unrealengine.com/Getting_Starte…real_Tournament
I don't think the map in the image above is in there but there is a basic map with all the weapons and powerups etc there for you to use. Pretty sure there are grey box maps available from people over on the UT forums too

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I dunno, I think it's good we're seeing the game in such an early stage. They're not so much showing it off but giving people progress updates each week and allowing fans to share feedback/thoughts to hopefully create a better game.

Anyway, I think that video was made by Fatality himself rather than Epic releasing it. You can download the current version from Github if you have a subscription to UE4.
Besides they have shown off some sexy stuff too

[Blocked Image: http://i.imgur.com/mAFcKC6.jpg]
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Some pre-alpha footage here:
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Glad she's ok, Sprony! Can't imagine how scary that would have been D:
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Quote from Algor
I found this which covers a lot of ground;
https://docs.unrealengine.com/latest/INT/Resources/index.html
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Thanks for the links Algor! I've seen that guy on YouTube before but didn't know he did UE4 stuff!
Quote from SteppenwolfThe landscape system seems to be really fucking hacky. 16 texture inputs limit so realisticaly you get 4 maybe 5 somewhat basic layers out of this for the whole terrain without a lot of trickery/magic. And there doesn't seem to be a way to feed material functions into the landscape layer blend so you have to make your submaterials directly inside the landscape material wtf. So no easy way to switch out sub materials and it's a node mess galore on top of it. I hope Epic releases their landscape demo soon. Want to see what magic they use to get around these limitations.
The landscape demo is on the coming soon part of the store, so it shouldn't be far off! Some of the terrains I've seen in UE4 have been beautiful. Hopefully it's not as hacky when we see how Epic does it!
So today I did a custom projectile tutorial!
Custom Projectile (Included class blueprints, bit of blueprint logic)
Tutorial followed:
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.This is just a quick tutorial from Epic so you'll probably have to keep pausing the video to keep up with what's going on but it's not too bad. Basically you start out creating a class blueprint for the projectile which consists of a bounding sphere and a model to represent the projectile. You also add a projectile modifier to the blueprint and give it an initial speed and direction of travel. From there you load up your character blueprint (I used the default first person blueprint but deleted the gun and projectile from it) and create the graph to spawn the projectile.
Taking the position of the character along with the direction it is facing you can spawn the projectile from the characters location. After doing a bit of maths to make sure the projectile doesn't spawn inside the character you have yourself a projectile firing from your character!
The script for this looks like this:
[Blocked Image: http://i.imgur.com/DhljF8k.png]
(I've added a comment to explain what is going on in the graph)
Compile the blueprint and press play and sure enough you have a projectile flying out from in front of you!
However, the tutorial failed to mention collision of the projectile. I went back to the projectile blueprint and selected the bounding sphere and changed it's collision properties to collide with everything. Loaded the game back up and fired my projectile. It collided but then just stayed there, leaving me with this:
[Blocked Image: http://i.imgur.com/vGxUMgQ.png]
This would not do.
Going back into the projectile blueprint I had a look around to see if there was anything I could turn on to give me some feedback at when it had hit something. I noticed a check box, which when enabled, fired off a hit event.
[Blocked Image: http://i.imgur.com/VUYFiuO.png]
(Top check box here)
From here I headed back into my character blueprint where the projectile spawning was handled. Now, I had no idea what I was doing here so I just went in and tried doing stuff. I noticed coming out of the SpawnActor node for the projectile there was a return value pin. With UE4 being context sensitive I tried pulling out a wire from here and searched for "Hit". Sure enough there was an OnActorHit event. I selected it and the blueprint automatically set the "Bind Event" and "Hit_Event" nodes seen below for me.
Out of the event I dragged out another wire and search for destroy. Again, the node I was looking for was waiting for me so I placed it and connected it up. After compiling the script I ran the game again and shot out a projectile and it disappeared upon hitting something. Success

Here's the little bit of script which destroyed my projectiles:
[Blocked Image: http://i.imgur.com/JzxgnxR.png]
Now I wanted to do some extra things here. Firstly I wanted to add some random rotation to the projectile since they all spawned in the same orientation (As seen in the second screenshot). I couldn't figure it out but I'm pretty sure you could add some random rotation just before you pass on the location the projectile should spawn from.
I also wanted to add some particles to cover up the projectile disappearing but couldn't figure that out either. I have seen other projectile tutorials so will chase this up.

Cheers!