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singmetosleep (atmospheric exploration narrative protoype)

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  • replied
    LPV GI, DFSS, & DFAO in motion:

    Last edited by acatalept; 02-04-2015, 01:35 PM.

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  • replied
    UE 4.5 update is amazing... using the new Distance Field Soft Shadows, plus Distance Field Ambient Occlusion, and Light Propagation Volume dynamic GI:

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  • replied
    Making progress on the updated demo with Rift DK2 support, still some very rough placeholders that I'm replacing with slightly less rough placeholders

    In the meantime, a few people have asked me how I made the low-poly-ish, wind-sculpted terrain:



    Here's a video showing how it's all done in the UE4 editor, using simple landscape editing tools:



    EDIT: this terrain sculpt method relies on a "bug" (though I considered it a feature ) that was "fixed" in 4.5: https://forums.unrealengine.com/show...e-4-5-Released!

    [under the "Landscape" heading] New: Improved landscape sculpting tool, it's now continuous and framerate-independent
    Sadly a pretty deep refactor was involved in fixing that bug: https://github.com/EpicGames/UnrealE...commit/ecdd802

    So I hardly feel justified in politely requesting an option to turn it back on

    But the effect can be emulated (albeit rather more slowly) by not holding down the mouse button and dragging, but rather click/release, click/release to scoop out each chunk of terrain.
    Last edited by acatalept; 07-25-2016, 12:25 PM.

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  • replied
    I was just working on this late last night and should be wrapped up soon, smoothing out a few obvious warts in the demo level design so it doesn't look too horrendous

    But LimasseFive just released an update for NaissanceE with DK1 support, and I feel compelled to defer my own project another day or two to help them test (and hopefully fix) DK2 support as well. Must resist... but NaissanceE in VR is just too tempting

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  • replied
    Hey,
    Any idea when this game will be compatible with DK2 of the Oculus?

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  • replied
    Howdy acatalept,

    Fantastic work on this project. In your last video, at about 7 minutes in, the rotation of the rings is simply mesmerizing. I caught myself just staring into it. I really hope to give this game a try when it is fully complete. Keep up the great work and have a great day!

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  • replied
    Man beautiful and odd visuals, it feels like Ridley Scott and Stanley Kubrick had some sort of shared dream. Love the use of scale.

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  • replied
    RockLeeSmile did a great video preview yesterday on Indie Impressions!

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  • replied
    I've been working on Oculus Rift support with my DK1, performance is really good currently with no artifacts (postprocessing effects like bloom, dirt mask, etc work without artifacts). I've set up an unbounded PostProcess Volume that is enabled when the Rift is detected, which disables motion blur (for better latency) and switches AA from TXAA down to FXAA (which reduces texture artifacts, though I'm currently using zero textures).

    FYI, I scaled down everything by a factor of 10, to give me much more room to build without running into floating point precision issues. I rescaled my character's capsule half-height down to 9.6 (from 96), and moved the camera accordingly so that it would be where the "head" is, but otherwise I had no issues with scale or appearance in the Rift (even keeping the default IPD of .064):

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  • replied
    Thank you for sharing your camera "shaker", much appreciated.

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  • replied
    Originally posted by Rasped View Post
    Hacking suggestion.

    I can see that the Exponential Height Fog has both a location and a rotation...

    Could you fix it to your camera so to speak? so it twists and turns with your camera... so instead of looking at the fog in a horizontal way, you'd lay the fog component down... and look at it from the top, rotating and moving it with your camera etc.
    I just tested my suggestion, it looks like it doesn't work, no rotation or location changes has effect.

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  • replied
    This is absolutely amazing. First thing I thought when I saw the second video was "OCULUS RIFT EXPLORATION GAME!"

    The atmosphere just screams at me, I love it.

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  • replied
    Originally posted by acatalept View Post
    Regarding the fog settings, I was misremembering: as it turns out, I had high hopes for atmospheric fog giving me a sort of "distance haze" as shown in the image at the top of this page: https://docs.unrealengine.com/latest...Fog/index.html

    But after a lot of experimentation I could not get more than a negligible effect. As it turns out, I'm currently only using an Exponential Height Fog. And even with this, I spent a lot of time playing with the Height Falloff, Max Opacity, and Start Distance, and ultimately left these at default, instead simply jacking the density up to 1.0 and dropping the fog actor *way* below (-25000) my ground plane to get the current look:





    Like I said, I still aim to have scenery/objects beyond a certain threshold gradually disappear completely into some sort of fog, but I haven't found a way yet.
    Hacking suggestion.

    I can see that the Exponential Height Fog has both a location and a rotation...

    Could you fix it to your camera so to speak? so it twists and turns with your camera... so instead of looking at the fog in a horizontal way, you'd lay the fog component down... and look at it from the top, rotating and moving it with your camera etc.

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  • replied
    You, Sir, are the best!

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  • replied
    Someone asked for details on the camera shake implementation - I got started with this post: https://answers.unrealengine.com/que...-question.html

    First I created a new Blueprint based off the CameraShake class, and changed a few values in the Defaults:



    I compiled and saved that blueprint (as "BP_CameraShake" which we'll need to reference in a later step).

    Then I opened my "MyCharacter" blueprint (this is created automatically with a New Project based off the Blueprint First Person template), and created a "Play World Camera Shake" node to be triggered on Event Tick, with the "Shake" input dropdown set to my "BP_CameraShake" blueprint I created earlier, the Epicenter input set to my current player location, and the Falloff input set to a range based on whether the player was moving or stationary (since I want a more exaggerated shake while moving, but still a small "baseline" shake while standing still).

    Coming up with the right Falloff is a little complicated, since it seems to adjust the curve that scales the BP_CameraShake class's values based on the distance from the Epicenter to the camera you wish to affect, where Inner Radius is 100% shake, and Outer Radius is 0% shake. In my case, my Epicenter is always set to the center of my player's collision capsule (the location returned by the Get Actor Location node), and my camera is vertically offset from this point by 64. Again, this is the default setup when using the Blueprint First person template when creating a new project:



    I'm definitely not doing this optimally , but considering my target camera is 64 units from the Epicenter, and I'm using an Inner Radius of 0, and an Outer Radius of 150, my shake is always scaled to roughly the middle of the curve defined by Falloff (100 / 150 * 64 = 42%). Where this falls on the curve I haven't really visualized, but I get pretty close to desired results (using the above Camera Shake class values) by generating a Falloff range of 1.0 - 3.5, where the lower Falloff value (1.0) is more shake, and the higher Falloff value (3.5) is less shake. When I don't offset the Falloff input by 1 (instead generating a range of 0.0 - 2.5), I get pretty strong shake both moving and at rest, and not as much difference between the two. And when I get a Falloff input a little higher (say 4.0 or so), the shake disappears completely.

    Here's my camera shake setup inside my "MyCharacter" blueprint, running on every Event Tick:



    I've created the variables MoveForward, MoveRight, MouseTurn, and MouseLookUp, which are used here as modifiers to create a Falloff input for the camera shake. These are set by modifying the pre-existing Input sections of the "MyCharacter" blueprint to save the mouse and movement inputs to these variables:





    Sorry for my completely hopeless lack of math skills, but I continue to be amazed at how much I can accomplish with blueprints alone. Hope this helps!

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