Holyy shiiiieeettt... wait... Dawn Engine ? I'm ignorant or they just never mentioned the named before ?
Posts by SuperDuperYeah
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Oh geez, That's some pretty small pictures.
I would advise against doing any sort of specular highlights in your textures (creating light effects, as if the texture was lit). Let the game engine or your 3d package do that through a spec or roughness map.
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Hey Alex ! Glad you could fix that thingy. Here's how I would've done it:
Well... okay if I'm trying to call a function on another actor and I have a reference to it in another BP I would cast that actor to its specific blueprint class and then in the contextual menu (when you drag out the pin "as something_C") look for the function you want to call on that actor and execute it.
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Quote from AlexM
A little bit. What's the issue though? Is setting the stuff you want to work online to replicatable not happening?
That seems to be working as fas as I know with the in engine simulation (change the number of clients and enable dedicated or listen server). One of our programmers is setting up the whole lobby system and I think he's been a little overwhelmed by how dense UE4's architecture can be sometimes (he's been learning it progressively). So basically... it's just where would he start if he wanted to take a stab at implementing that ? Online subsystem seems to be the way to go but I know you can call some command lines from blueprint that would be able to emulate that (like... server travel, join and open IP) in a quick and dirty way for some simple playtesting. (I think we should move over that conversation to messages just not to stack up this thread).
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That one made me laugh quite hard.
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Quote from AlexM
Yup it looks that way. It seems like it's good to get the heavy work done on a base blueprint object in c++ then allow designers to extend it via blueprints.
It gels quite well.
Yeah that's basically what's happening on my current game team. Everything can be done in blueprint gameplay wise... not back end wise though. One of our programmers is trying to incorporate the UE4 online subsystem ? Have you glanced over that stuff by any chance.
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Hey ! I like that idea
. Do you have an example of how the robot would be integrated into the puzzle solving bit (just asking because it can be a bit tricky to get right since it's going to be A.I. driven).So would "typical sci fi flick" mean... Dead Space type environment and could it be interesting to go for something a little more stylized (high detail stylized, Borderlands-ish) ?
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Hooolyyy fawck.
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Awww men. I wish I was in the Europes.
If there`s a meeting in Canada it's probably going to be me and Alex (speaking of the West Coast).
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Oh hello ! It`s more an art shot than anything else... but it`s part of a level and it`s a Work In Progress so I`ll post that here (UE4 of course... the engine).
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I was blocking out the entry to a bridge section in Far Cry 3 and told myself... alright let's see how this looks up top.
Ohhh... Okay then.
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Quote from AlexM
1$ for 10Mb seems really expensive
We used SVN for content on Firearms source. It worked but it helped that we had sponsors to pay for our server because we probably used a terabyte of space

Yeah... I know. I think RiouxSVN would be used for long term personal projects (no subscription). I was looking up Cloudforge. Professional version is 10$/user/month. 1 user is 5gb.
(1 terabyte... ... ... wha).
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Yep... the only true problem with each project I was on was texture weight. I'm slowly working onto integrating Substance Designer in our art pipeline for my current project and I think it might help us here too. Also this kind boils down at how good our tech art pipeline is going to be. I'm a pretty big fan of highly tweakable master materials that you can instance.
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Yep ! It's hacky but it works. There's RiouxSVN too. They have quite a simple and solid framework. Super easy to use, it's private (I know we want this be as open as possible, but it's good to have the option) and 1$ = 10mb of space. There's no subscription whatsoever. I'm using it for small projects. Never had a problem.
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Hum... With the current game team I'm on we're using SVN with Github and (that would make some people cringe the fuck out) it works pretty well... I guess. I think we should go with something where not everyone has full permissions on the project and something private ?
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MEN MEN MEN *running in circles*. COUNT ME IN. UE4 all the way. Any type of blueprint scripting, from networking implementation to core gameplay features and architecture building with Interfaces (even a little bit of Animation Blueprint). I'm your men
. I'm reading a little about C++... but that would be more on Alex side I guess (Hey Alex lol).Anybody got an idea about what Source Control we should use ? (Was that discussed ? I should read the whole thread carefully).
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No seriously though get Mark or someone from the art team (or a collection of people who worked on it) to be interviewed in here. I would love to read some kind of art post-mortem (and I'm sure others would).
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Duuuuudeeee whattt. This is intense *mind blown* (your finished version).
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