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    Originally posted by ioFlow Studios View Post
    Hey everyone,

    Ok, need some help with basic pawn stuff (albeit in C++).

    I've got this so far:
    [ATTACH=CONFIG]107728[/ATTACH]

    You can see in the components list in the details panel it's just a pawn with a camera boom and camera.

    If I have "Use Pawn Control Rotation" checked, I can't make the camera orbit around character third person style.
    If I have "Use Pawn Control Rotation" UNchecked, then lean my whole character over to the side (like they were, you know, walking around a sphere with point gravity) the camera rolls wildly on the local Y axis...



    Any tips/suggestions/haveYouWatchedThisTuteLinks?
    Can you share your code for the player pawn?

    I **MIGHT** be able to forward it on to some people who might be able to help.



    Originally posted by ioFlow Studios View Post
    Btw, have a ppt I made for a presentation at a local user group, only just realised I hadn't shared it.

    http://www.showmethatagain.com/prese...ns/edenPPT.zip [140MB]

    Sorry about the size, but it's got a bunch of videos in it.

    It's mainly just talking about the things that led me to making Eden and a (very) general overview of the way I'm building it.
    Looks like the videos did not make it into the ZIP file and are not showing up in the .pptx file or Libre office is derping again.

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      Sweet

      Figured it out. Was reading world rotation of spring arm component, modifying it, then putting it back in as a local rotation <facepalm>

      (should have recognised the spinning behaviour as this).

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        Originally posted by ioFlow Studios View Post
        Sweet

        Figured it out. Was reading world rotation of spring arm component, modifying it, then putting it back in as a local rotation <facepalm>

        (should have recognised the spinning behaviour as this).
        Oh nice! Congrats Man!

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          Does your planet generator create a sphere, or could the geometry be modified?

          My friend and I were having some debate as to the shape of "Proxima Centauri b" the other day - since it's possibly tidally it possibly could be a little bit egg shaped, with the elongated end facing the star. Which would make for an eternal desert at higher elevation, surrounded by a lower elevation dusk region.

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            At its base it would still be a sphere, but part of what I'd like to do is be able to place height maps manually to override the noise based heightmaps.

            So in your case you could place a simple radial gradient height map at the northpole and just make it _really_ big.

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              New youtube:



              Just my first tender steps into making custom pawns...

              (I'll build a nicer flight model next it's just a relief to have figured out how to do this stuff).

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                Originally posted by ioFlow Studios View Post
                New youtube:



                Just my first tender steps into making custom pawns...

                (I'll build a nicer flight model next it's just a relief to have figured out how to do this stuff).
                Ok this is getting really cool now!

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                  Got (very) basic point gravity going in my lunch time today...



                  Now I got the whole weekend to fix it up

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                    Hey [MENTION=887]ioFlow Studios[/MENTION]

                    Check this stuff out -
                    From the looks of it he is using a projection grid for the water.



                    There is also some interesting stuff on this site. Look under Proland. Source code is included from the look of it. Oceans, Atmospheric Scattering, and Clouds, for planets as well

                    Looks it is distributed under the BSD-3 license. LINK

                    Proland is now distributed under the BSD 3 free software license, for non-commercial as well as commercial use.
                    Last edited by HeadClot; 09-03-2016, 11:21 PM.

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                      Astroneer figured out a way to do tessellated planets, but I'm not sure if it's landscapes.

                      https://youtu.be/bs-7ii_ODpQ?t=1185

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                        It's not landscapes, but it is voxel which is pretty awesome

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                          Can implement some things like this in Minecraft?

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                            Did you write your own gravity component or are you using a plugin? Also - did you figure out your mannequin animation issue? I installed the Mixamo characters and found a tutorial, and was able to sort of determine how animation blueprints work.
                            https://www.unrealengine.com/marketp...animation-pack
                            https://docs.unrealengine.com/latest...MixamoContent/

                            Click image for larger version

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                            First place to check is here - set it to the SK_Mannequin animation BP (from your mesh - inside your player pawn BP). If that doesn't work, you need to troubleshoot the BP which is harder - or if it's part of your custom gravity, that's beyond me. I've been using the gravity from this:
                            https://forums.unrealengine.com/show...411#post590411

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                              Cool, I'm still learning C++ and this is the direction where I want to go as well

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                                This would make for one most excellent C++ tutorial for UE's YouTube Channel in the future. Don't get me wrong Battery Collector and Tanks vs Zombies are awesome and everything, but this would be a great next step towards a more advanced C++ tutorial. Then again theres probably a UE livestream somewhere about this buried in the 200+ videos in that Playlist.

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