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Cars Of War, hobby (portfolio) project.
Wot inspired game with armored cars, more weapons, mines, smoke-grenades, more equipment options and dynamic weather system.
Multiplayer over steam 12 vs 12.
Slow paced tactical oriented game play.
Current version: pre-alpha, playable multiplayer over steam.
Gameplay video in the works!
(WIP, need to replace some place holder graphics etc)
One man show, all done in blueprints.
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Originally posted by northstar View Post
Do you have a UI system set up to where you can control this or is this more for when you are spawning in characters that the clothing systems runs? Are you thinking at all of tackling in a materiel system for the clothing so you can change the colors of the different skeletal meshes for the character?
One why that I have found to be able to get the clothing to better match up with the character body is to take the character mesh (the naked guy or the main skeleton) and create a materiel ID channel for him just set up a opacity controller to hide different sections of the body if there is another clothing mesh that is to be place there such as if your bools that you have become true.
but overall this is nice to see working and what are you plans with they system in the future?
Kyle D.
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Originally posted by EvilOverseer88 View PostNice to see that your modular system is working pretty well so far, I am still a bit nervous when I need to do this for my characters.
Do you have a UI system set up to where you can control this or is this more for when you are spawning in characters that the clothing systems runs? Are you thinking at all of tackling in a materiel system for the clothing so you can change the colors of the different skeletal meshes for the character?
One why that I have found to be able to get the clothing to better match up with the character body is to take the character mesh (the naked guy or the main skeleton) and create a materiel ID channel for him just set up a opacity controller to hide different sections of the body if there is another clothing mesh that is to be place there such as if your bools that you have become true.
but overall this is nice to see working and what are you plans with they system in the future?
Kyle D....
my methodology is as thus... i am well aware that i'm not really very good at anything, but i always look down the road... it's sequencer for now, butttttt, it's also being built so that if and when i turn it over to a game, all the pieces will be there to just bing bang boom switch it over... so for now i don't need a ui for setting clothes for players... but when the time comes this system will somehow work because i will make it work, and everything you can reach in the details panel, you can put in a blueprint...
sweet dreams... NS
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Dont really post much of this project anywhere right now, I am hoping that soon I will be able to get a official forum post made once I have more content and mechanics in place as I will need to find people to help me test the multiplayer aspects as well.
but the past week as has been taking an old gun building system and totally revamping it so it more strait forward and can be used in a multiplayer game.
So for now the guns do randomizing and I only have the two different rifle classes in right now till i get some more parts molded out for testing. The nest set will be needing to save and load the player weapon builds. Everything is still in temporary stage and will be replaced in the future.
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Originally posted by EvilOverseer88 View PostThat answers one of the two questions I was going to have when I saw this, my other question was are you going to make this materiel react to on hit locations and have the effect ripple from there?
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Originally posted by Shuallorente View PostWorking on a map inspired by Overwatch's art style, this is just for practice.All assets are original and handpainted
Nice work, I felt the Overwatch style!
Good luck have fun in your projects everyone
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