Announcement

Collapse
No announcement yet.

What Are You Working On? Community Screenshots & Videos

Collapse
This is a sticky topic.
X
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • What Are You Working On? Community Screenshots & Videos

    Following the idea of the most popular thread on polycount What Are You Working On? 2014 Edition

    So please share your screenshots and videos from Unreal 4!

    I'll start by sharing some different things I've been working on recently.

    Shield reacting to bullet impacts...





    Material decal matched to the floor texture, dynamically moves over the floor and "fills" it will the current player's health (green, yellow, orange, red)



    If you're cross-posting from your own thread - please provide a link so people can check out your other work too.

    Now happy sharing! Show us what you're working on!
    Attached Files
    Last edited by Tom Looman; 08-26-2014, 01:46 PM.
    Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-source template)

  • #2
    Click image for larger version

Name:	ePIDEMIC.jpg
Views:	1
Size:	25.7 KB
ID:	1053987

    Part One - This is only the Beginning
    Basic Building Layout Work In Progress

    Click image for larger version

Name:	02_01.jpg
Views:	1
Size:	191.2 KB
ID:	1053988Click image for larger version

Name:	03_01.jpg
Views:	1
Size:	111.8 KB
ID:	1053989

    This is a basic early building layout Work In Progress. The aim here is to get the basic building mapped out in Box Brush adding in some windows, doors and other bits slowly. This will the show the size of the playing area and how the infected and game objectives will work with the game environment.

    Click image for larger version

Name:	Map_Blocking3.jpg
Views:	1
Size:	174.5 KB
ID:	1053990 Click image for larger version

Name:	Map_Blocking2.jpg
Views:	1
Size:	213.7 KB
ID:	1053991

    Click image for larger version

Name:	Map_Blocking6.jpg
Views:	1
Size:	202.4 KB
ID:	1053992 Click image for larger version

Name:	Map_Blocking1.jpg
Views:	1
Size:	199.7 KB
ID:	1053993

    I am also looking for people to create high res baked materials and mesh assets.

    Regards Mark
    Epidemic Team.

    Comment


    • #3
      Click image for larger version

Name:	qDhQIcf.jpg
Views:	1
Size:	268.5 KB
ID:	1053996

      Working on a VR Comic Book Reader - That's a shot of the early loading from .cbz (zip) of .jpg files to a texture and dynamically setting them.

      I spent some time figuring out how to load a .jpg, .png, or .bmp to a Texture2D (Ehamloptiran's example works for DDS). That took some doing as I had to search through the engine code to figure out how it loads those formats to textures when importing. Enter the ImageWrapper. Makes it quite easy.

      That done, I had to find a liberally licensed zip file reading solution, which ended up being JUnzip. Then I spent some time converting it to use UE4's engine file manipulation stuff.

      Unfortunately, reading stuff on the game thread blocks (and reading big 1988x3056 or larger images is slow), so I had to set up an multi-threaded system for doing it.

      So now instead of having a node that just gives you the texture immediately, you have a node for requesting a texture be loaded from the zip.

      * If data hasn't already been set up and a request dispatched, FIOSystem::LoadData is called with the appropriate offsets and buffers passed in.
      * Because I can't figure out how to check an FIOSystem request, I'm just looking at two special bytes in the buffer to see if they equal the values I put in there on allocation. (Super hacky, but it works.) If anyone knows the real way to check that, I'd love to know Thanks
      * If the compressed data has been loaded, a runnable thread is fired off to uncompress the data into the final buffer before it's turned into a Texture2D.
      * If the decompress task is finished - SetCompressed (compressed as in JPG not as in ZIP) on the ImageWrapper, get the raw data and copy to mip data of the texture.

      The decompress task just does a bit at a time, keeping track of where it was at. It does 65k bytes at a time right now, though that might change. Lots of optimization to be done.

      Unfortunately, that's not quite enough, as copying the uncompressed data into the mip data for the texture is slow as well - so I'm spending some more time threading that.

      The plugin keeps around a cache of the loaded textures, and then there's a system for polling against it. So I fire off the requests, then poll to see if a given texture is loaded.

      ----------

      @Epic devs,

      As an aside, it seems like the engine could quite easily be extended so that FIOSystem::LoadDataCompressed would handle zip-compressed streams (not the archive formatting, just a compressed chunk of data). I modeled my system after it, and the only thing that's really different is the way it decompresses using ZLIB, as it uses inflate functions rather than uncompress().

      The FulfillCompressedRead function would need to be updated so that it knows not to look for PAK file headers in the first couple of bytes of the compressed data buffer, but other than that it seems pretty straight forward.

      I'd be willing to submit my (converted to engine API) version of JUnzip (the original code is actually public domain, so no licensing issue at all - which is quite awesome of the author) for doing the zip structure navigation and such.
      Last edited by n00854180t; 08-26-2014, 03:04 PM.
      Storyteller - An immersive VR audiobook player

      Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

      Comment


      • #4
        Been working on a lot of UI lately, all in UMG:

        ( the style is generic, so that I can go any direction with it )
        Attached Files

        Comment


        • #5
          Originally posted by Osman View Post
          Been working on a lot of UI lately, all in UMG:

          ( the style is generic, so that I can go any direction with it )
          Great minimalist style!

          p.s. Kill-feed is a lie!

          Edit:

          One more for today. This is a material I'm working on that will determine opacity based on neighboring meshes. I will show a detailed implementation for this at some point, for now I just completed the proof of concept for the opacity effect.

          Last edited by Tom Looman; 08-26-2014, 10:24 PM.
          Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-source template)

          Comment


          • #6
            Originally posted by Tom Looman View Post
            Great minimalist style!

            p.s. Kill-feed is a lie!

            Edit:

            One more for today. This is a material I'm working on that will determine opacity based on neighboring meshes. I will show a detailed implementation for this at some point, for now I just completed the proof of concept for the opacity effect.


            Really awesome and soooo Realistic, Great Job!

            Comment


            • #7
              Im working on my hobby project AtlantisDefense and learning UE4

              Comment


              • #8
                This is Pre-Pre Alpha but this is a little something I am working on. I hope you guys will like it when I am finished. Right now I am blocking the look and control I want along with the A.I. I am also trying to get a grasp in lighting especially when Stationary lights are and are not overlapping each other. Sometimes the light overlaps and there is no warning or indication then it seems that out of nowhere you have stationary lights overlapping I am learning so it will take some time.

                Click image for larger version

Name:	IBDV2.png
Views:	1
Size:	919.8 KB
ID:	1054015

                Comment


                • #9
                  Originally posted by LcSweeper View Post
                  This is Pre-Pre Alpha but this is a little something I am working on. I hope you guys will like it when I am finished. Right now I am blocking the look and control I want along with the A.I. I am also trying to get a grasp in lighting especially when Stationary lights are and are not overlapping each other. Sometimes the light overlaps and there is no warning or indication then it seems that out of nowhere you have stationary lights overlapping I am learning so it will take some time.


                  Great use of the sample content would like to see how it plays when its ready!
                  UE4 Development [VR & AR Forums | VR Docs | ARKit Guide | ARCore Guide]
                  Make and Maintain Framerate [ Robo Recall Postmortem]
                  Let's Connect [Twitter]

                  Comment


                  • #10
                    Simple keyboard configuration menu made entirely with C++

                    Click image for larger version

Name:	Capture.JPG
Views:	1
Size:	69.5 KB
ID:	1054016

                    This is a simple keyboard config menu I created entirely using C++ , didn't use UMG , as facing resolution dependency problem with it. C++ is just superb. I am getting the keyboard key values from a config file , and if valid value is not present , I am setting default value to the config file
                    DayNight Cycle - https://www.unrealengine.com/marketplace/daynight-cycle
                    Jigsaw Puzzle Template - https://www.unrealengine.com/marketp...uzzle-template
                    Post Process Blendables Volume 1 - https://www.unrealengine.com/marketp...ndables-volume
                    MSSQL Integration for UE4 - https://www.unrealengine.com/marketp...ql-integration
                    Radar System with Minimap - https://www.unrealengine.com/marketp...m-with-minimap

                    Comment


                    • #11
                      Originally posted by sameek4 View Post
                      [ATTACH=CONFIG]9976[/ATTACH]

                      This is a simple keyboard config menu I created entirely using C++ , didn't use UMG , as facing resolution dependency problem with it. C++ is just superb. I am getting the keyboard key values from a config file , and if valid value is not present , I am setting default value to the config file
                      Nice

                      I love what you guys have so far! This is exactly the intention of the thread!

                      @Chance: Who should I bother to look into the thumbnail sizes? They are awfully small for browsing - size to fit default forum width would be great! (I currently upload to a remote location so I can work around this, having this work out the box on the forums would be much more convenient )



                      Edit: Found this in my media folder, figured I'd share it here too!

                      It is a quick test I did that uses a gradient mask to slowly grow a circuit board texture. I didn't build the gradient for the entire circuit board as it was purely for testing purposes and comparison with a material I did back in UDK (These results were much better!)

                      Last edited by Tom Looman; 08-27-2014, 10:54 AM.
                      Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-source template)

                      Comment


                      • #12
                        Originally posted by dreamhole View Post
                        Im working on my hobby project AtlantisDefense and learning UE4
                        Well that looks awesome, hope to see more from that soon.

                        Comment


                        • #13
                          Originally posted by Tom Looman View Post

                          TOM STOP BEING SO RAD. JK carry on.
                          UE4 Development [VR & AR Forums | VR Docs | ARKit Guide | ARCore Guide]
                          Make and Maintain Framerate [ Robo Recall Postmortem]
                          Let's Connect [Twitter]

                          Comment


                          • #14
                            I was feeling really proud that I've gotten as far as I have in UE4 since I've been learning it... you guys are all really bad ***. I wish I could hit the lottery and hire you all on my team/firm.
                            WIP : PROTOBALL - A Futuristic Sports Game

                            Comment


                            • #15
                              Quick update on the VR Comic Book Reader progress, as well as some in depth information about how I built out the threaded unzip and jpeg loading: https://dungeonsurvival.wordpress.co...ulti-threaded/
                              Storyteller - An immersive VR audiobook player

                              Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

                              Comment

                              Working...
                              X