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    #91
    Me and my brother have been working on this game throughout the summer. Everything here is done in blueprints.
    Item_42

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      #92
      Just a quick lil thing



      Video -- > http://www.gfycat.com/DeliciousBitterBeagle

      making random optical illusions

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        #93
        Made a start on some new content for my tutorials on github. Since I built some SW:TOR inspired fresnel lighting during beta and never did anything with it - I figured I should just share it in the tutorial repository.

        It's not uploaded yet, I'll double check tomorrow if I missed anything - it won't be a fancy tutorial, just sharing the content for the community.

        This is what the level looks like at the moment:

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        Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-source template)

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          #94
          Screen shot from our almost ready Alpha Game "Squad".

          Large squad based shooter set in afghan and other locales. Based on our combined experience developing project reality BF2 mod.

          As you can see not fully polished up yet but mostly there.. Maps will be minimum 2km - max 8km areas.

          Optomization of draw calls has been the key so far!

          Click image for larger version

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            #95
            Well even if Saturday just passed :

            Working on a suburban project, early wip.

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            Portfolio

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              #96
              Originally posted by Tom Looman View Post
              Made a very dirty mockup for a portal effect, nothing functional yet just checking out RenderTargets in UE4.

              Looks good, are you rendering to the surface directly? IIRC for Portals as they are in "Portal" you need to render to screensized rendertargets which are not directly drawn to the modelsurface. Which then looks like this:
              (Did this in another WAY simpler and older engine):

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                #97
                Originally posted by Memnarch View Post
                Looks good, are you rendering to the surface directly? IIRC for Portals as they are in "Portal" you need to render to screensized rendertargets which are not directly drawn to the modelsurface. Which then looks like this:
                (Did this in another WAY simpler and older engine):
                Thanks! I'll try that once I get back to this eventually.
                Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-source template)

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                  #98
                  Originally posted by Tom Looman View Post
                  Thanks! I'll try that once I get back to this eventually.
                  Keep me updated on this. While i own UE4 since it's first Public-Release, i had not much time to work with it and lack basic knowledge which keeps me from doing this in UE4.

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                    #99
                    Originally posted by Memnarch View Post
                    Keep me updated on this. While i own UE4 since it's first Public-Release, i had not much time to work with it and lack basic knowledge which keeps me from doing this in UE4.
                    My first attempt was to rescale FOV and camera rotation on the RT based on relative position to the portal. I might be thinking about it the wrong way - I'd like to get back to this in a few weeks.
                    Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-source template)

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                      Originally posted by Tom Looman View Post
                      My first attempt was to rescale FOV and camera rotation on the RT based on relative position to the portal. I might be thinking about it the wrong way - I'd like to get back to this in a few weeks.
                      Yes you do^^. if you render to texture, the user will always see the pixels in closeup and perspective is never correct this way.

                      Basic Concepts:
                      Rendering:
                      The Portal renders nothing special. Just a given value for each pixel of it's surface into a seperated screen buffer(shared by all portals). The Portal itself remains (theoreticall) invisible. The camera which is attached to the portal renders it's content to an invisible screensized rendertarget. Each portal has it's unique per pixel value and Rendertarget. A Postprocess runs overall pixels of the shared screen bufer and for each value it finds(Value <> 0) it picks the corresponding invisible rendertarget and drasw the corresponding pixel onto the screen.

                      Camera:
                      Each Camera, which is attached to a portal, MOVES and ROTATES relative to the player camera at the source portal. Playercamera is calculatet to relative position and rotation to the sourceportal, and this relative data is then calculatet to absolute position and rotation based on the targetportal.

                      Because cameras of portals move and rotate, you need to setup a clipplane at the eventhorizon of the given portal for the given Portalcamera. The PortalCamera is usually behind the portal and collides with objects/walls behind it, otherwhise.

                      If a detailed rundown of this is required, or asked by someone, tell me and i'll see what i can do. (mostly concept presented on another engine implementation as shown in my video above, but no UE4 implementation. At least not yet as i lack knowledge)
                      Last edited by Memnarch; 09-25-2014, 09:15 AM.

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                        Originally posted by Memnarch View Post
                        Yes you do^^. if you render to texture, the user will always see the pixels in closeup and perspective is never correct this way.

                        Basic Concepts:
                        Rendering:
                        The Portal renders nothing special. Just a given value for each pixel of it's surface into a seperated screen buffer(shared by all portals). The Portal itself remains (theoreticall) invisible. The camera which is attached to the portal renders it's content to an invisible screensized rendertarget. Each portal has it's unique per pixel value and Rendertarget. A Postprocess runs overall pixels of the shared screen bufer and for each value it finds(Value <> 0) it picks the corresponding invisible rendertarget and drasw the corresponding pixel onto the screen.

                        Camera:
                        Each Camera, which is attached to a portal, MOVES and ROTATES relative to the player camera at the source portal. Playercamera is calculatet to relative position and rotation to the sourceportal, and this relative data is then calculatet to absolute position and rotation based on the targetportal.

                        Because cameras of portals move and rotate, you need to setup a clipplane at the eventhorizon of the given portal for the given Portalcamera. The PortalCamera is usually behind the portal and collides with objects/walls behind it, otherwhise.

                        If a detailed rundown of this is required, or asked by someone, tell me and i'll see what i can do. (mostly concept presented on another engine implementation as shown in my video above, but no UE4 implementation. At least not yet as i lack knowledge)
                        Thanks man! I forgot about near-clipping on the camera :X I just never touch that value, now it's finally of good use! I have some new ideas on how to tackle this for ue4 specifically now. Tempted to start on it soon. :P
                        Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-source template)

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                          Got the basic principle working now. Still some issues that needs fixing like the one-frame lag with Character camera (does not happen for the editor camera)
                          Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-source template)

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                            Here is a Car of an Multiplayer RC Racing Game we are working on.

                            Tutorials:
                            -8 Bit Post Process Material

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                              Originally posted by Tom Looman View Post
                              Got the basic principle working now. Still some issues that needs fixing like the one-frame lag with Character camera (does not happen for the editor camera)
                              Nice result.
                              Got mine working, too (facing the same one frame lag problem).
                              Which capture component did you use? I used Scene Capture 2D (Just asking, maybe you used another way).
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                              Next Step:
                              It's currently an ineditor-setup. Need to make it spawnable at runtime.

                              Greetings
                              Memnarch

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                                just messing around and doing some outdoor realistic lightening render tests while i wait for 4.5

                                objs are all out of place and shadows are messed up but w/e

                                Last edited by Bladerskb; 09-25-2014, 08:52 PM.

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