Messing around in unreal editor and other 3D game stuff

koalathe_bear

Field Runner
Nov 17, 2017
16
3
This is somewhat of a continuation of the last thread I had up on APBEMU.
APBEMU seems to be down and has been for some time, so I thought it'd be a better idea to move things over to this site.

I'm not sure if the art club is the right spot to put this, someone let me know.

Here's the latest piece of crap I've thrown together


I'll upload pictures of my past projects if requested
 

Nitro

Fresh Blood
Nov 10, 2017
1
1
Cool stuff there, reminds me of some place in APB :thinking:
But yeah looks nice
 

koalathe_bear

Field Runner
Nov 17, 2017
16
3
Made a little map testing out this sky plugin called TrueSky

took ages to figure out the blueprints get the directional light to move with time (all the tutorials were outdated and different as heck)

I'm somewhat satisfied with the results, but I'm still stuck on how to get dynamic indirect lighting to work on larger maps since I could only get it to work in a small area.

I'd also love to learn how to have textures switch at certain times of day

Here's a vid
enjoy
 

koalathe_bear

Field Runner
Nov 17, 2017
16
3
You have some work to do, that's party realistic as stated above the dynamic 3d sound is prolly not at the best quality.
You guys are definitely right about the scene being unrealistic. It mostly served as a test for the day/night cycle plugin I was trying to get to work, but with the lighting being fully dynamic it's a new area for me. I'm currently looking for a way to get more realistic lighting and I will also try to improve some other things while I'm at it.

also I have no idea what you mean by "dynamic 3d sound"
 

Luna

Phoenix Lead Director
Staff member
Developer
Phoenix Lead Director
Programmer
Level Designer
Aug 14, 2017
81
100,000,014
https://forums.unrealengine.com/community/work-in-progress/17331-community-project-wip-weather-ocean-water-shader

try out that one, We're using part of it for our system, we did modify it heavily, but its a good thing to start out with for day/night cycles.

As for dynamic lighting, it depends on your definition and use case, as per unreal general guide lines, if its a light that doesn't move, have it as a static light source, if it moves, then set it as movable.

you can directly alter lights and emission through blueprints, as well as use emission for lighting, you can likewise use the light's color and intensity pins as raw numbers, and slowly lerp between off and on, which causes this orange glow to white light effect older street lights tend to have.
 

koalathe_bear

Field Runner
Nov 17, 2017
16
3
https://forums.unrealengine.com/community/work-in-progress/17331-community-project-wip-weather-ocean-water-shader

try out that one, We're using part of it for our system, we did modify it heavily, but its a good thing to start out with for day/night cycles.

As for dynamic lighting, it depends on your definition and use case, as per unreal general guide lines, if its a light that doesn't move, have it as a static light source, if it moves, then set it as movable.

you can directly alter lights and emission through blueprints, as well as use emission for lighting, you can likewise use the light's color and intensity pins as raw numbers, and slowly lerp between off and on, which causes this orange glow to white light effect older street lights tend to have.
Thanks a ton I think this will really help!
but just wanted to clear up that I'm ok with using dynamics lights like spot lights or points lights, but when the directional light actor is dynamic it's hard to get good looking indirect lighting, and the shadows end up being really dark.

I just got home so I can't wait to see how the thing you linked works
 

koalathe_bear

Field Runner
Nov 17, 2017
16
3
So it's definitely been a while since I posted. Just want to start with my decision to ditch the day/nightcycle tests. It's gotten very annoying trying to get the lighting to work properly, and it ends up coming out weird no matter what I do. On top of that the map looked like crap anyways.

After seeing some things I've gained some inspiration and made something in about an hour.


Enjoy?
 

Bran Flakes

Field Runner
Staff member
Developer
Music/Sound Designer
Aug 19, 2017
21
103
Very nice, and that bloom is looking pretty as always!
 

Regenance

Field Runner
Nov 6, 2017
14
3
So it's definitely been a while since I posted. Just want to start with my decision to ditch the day/nightcycle tests. It's gotten very annoying trying to get the lighting to work properly, and it ends up coming out weird no matter what I do. On top of that the map looked like crap anyways.

After seeing some things I've gained some inspiration and made something in about an hour.


Enjoy?
The design itself is too flat, although I assume that you are just trying to play with the engine whatsoever, you are doing great. but you gotta work some more on your lightning.
 

koalathe_bear

Field Runner
Nov 17, 2017
16
3
The design itself is too flat, although I assume that you are just trying to play with the engine whatsoever, you are doing great. but you gotta work some more on your lightning.
I definitely agree the design is flat, I don't put too much time into it, but mainly because I don't have too much time lol

I went back to the map and redid the lighting and I think I got a better difference between light and dark areas. Also found out the settings for baking it was set to "preview" quality so that's why the lighting was a bit blocky.



Found out about planar reflection which is much more consistent looking than screen space reflection








aand I was experimenting with materials and managed to make a somewhat decent looking window material using bump offset and two textures I whipped up in ms paint. One texture for the window frame which is repeated in order to use less box geometry pieces, and a secondary texture which is used to simulate an interior. The secondary texture didn't turn out as good as I wanted, but I think it's alright.




and an extra one
 

koalathe_bear

Field Runner
Nov 17, 2017
16
3
Here's my last post for the time being. It's not in unreal, but don't worry about it, just re-read the thread title.

I installed unity and messed around with the little time I had.

I have exams soon and won't be posting for a few weeks or maybe more

textures in the map flicker a bit and I wish I knew why
 

koalathe_bear

Field Runner
Nov 17, 2017
16
3
A continuation of the "cinematic level in Unity"

I wanted to turn it more into an actual game so I added a start menu, menu soundtrack, race countdown sound, randomized(between 3 soundtracks) racing music, and AI opponents using the AI from the vehicle package in Unity.

I'm calling it "Discount Turismo"


I'm kinda interested in game development so I thought I'd start my own projects. I learned so much in such a short amount of time.

Also there's another project I will post about later. It's actually an fps game demo that I submitted for school. I'll post a video of that when I have time.
 

TzickyT

Member
Staff member
Developer
Programmer
Sep 20, 2017
44
108
A continuation of the "cinematic level in Unity"
I'm calling it "Discount Turismo".
feels like trackmania but in rally form ... stil those driving skills would be decent for in a game like what is builded here maybe add some more gravety perpose when u are in the air if u want to keep it realistic ...
 

koalathe_bear

Field Runner
Nov 17, 2017
16
3
feels like trackmania but in rally form ... stil those driving skills would be decent for in a game like what is builded here maybe add some more gravety perpose when u are in the air if u want to keep it realistic ...
You're exactly right, but I want to point out that I'm using the default vehicle package for unity. Currently I have no idea how to write a script for vehicles so this is what I use for now.

Getting good vehicle physics seems pretty hard for me. I looked at the script used for the default vehicle and I can't really make sense of it at the moment, so I think it will be a while before I figure out how to script my own vehicle physics.
 

TzickyT

Member
Staff member
Developer
Programmer
Sep 20, 2017
44
108
i have done Vehicle creation in unity but thats already 4-6 years ago no clue anymore at this moment ( did space ship race ... )
 
Top