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B A D * M O R F O: 3D HyperBasher Multiuser Construction for Everything!

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B A D * M O R F O

		Multi-user Constructor for Everything: 			
  1. Character Armor Sets
  2. Masks
  3. Creatures
  4. Weapons
  5. Melee Weapons
  6. Vehicles/Crafts
  7. Machines
  8. Architecture
  9. Structures
  10. Props
  11. Missions/Quest

https://cdn.discordapp.com/attachments/297037486851489792/526674352511385611/unknown.png

		https://youtube.com/watch?v=PqF6JNLTWZU
	


		100% Bluerprints-based Multi-user Construction Framework for In-game Editor | Constructor | Builder | Customizer | Prefab Systems

B A D * M O R F O: Multi-user 3D Object HyperBasher ( Edit | Construct | Build | Customize | Prefab | Mod )

An in-game multi-user framework | template | subsystems | embeddable application to extend into various Editors, Constructors, Builders, Customizers, Prefabbers, Modders based on HyperBashing: Collaborative Realtime 3D Kitbash Methodology White Paper … The Universal Constructor!

Potential Use for BAD*MORFO?

We’re developing this subsystem for [FONT=comic sans ms]GOD of DREAMS MMO FTPS/RPG Sandbox to support *3D HyperBashing *Philosophy (*Real-time Collaborative *KitBashing) empowering users the ability to collaboratively customize nearly every Entity in the “Dreamworlds” to enhance the social gaming experience.

We believe Hyperbashing will allow us to achieve functional Game World Simulation Interaction allowing different Game World simulations to merge content, game mechanics, players, etc.

BAD MORFO is a Glorious 3D Object Multi-user Placement Tool. Its core feature set is Mesh Object Spawn/Delete, Orientation, Material Parameter Adjustments, Server Save/Load. It provides Visual abstraction, so that developers can easily add their own logic that meets their specific needs. The core feature set enables collaborative construction at various design layers:

  1. Designer
  • Level Building

  • Entity Variation Pre-fabrication: {Character Armor Sets, Masks/Helmets, Creatures, Firearm Weapons, Melee Weapons, Vehicles/Crafts, Machines, Props }
    Game Administrator / Story Director

  • Story / Dialogue / Narration

  • Mission/Quest Building
    Player

  • Customization

  • Structure Building

Add whether you think you need to or not… It’s one BAD*MORFO! [TABLE=“align: center, border: 0”]

https://youtube.com/watch?v=RI8fx6_wzcQParts Attachment
https://youtube.com/watch?v=fXi0Tk9U6z8Selection Highlighting

https://www.youtube.com/watch?v=gyv_rU-o68A
PBR Material Adjustment

https://youtube.com/watch?v=EUr3X8lH0m8MorphTarget Support
https://youtube.com/watch?v=0sk1mghFP9QGroup Copy
https://youtube.com/watch?v=PmjhGlJ9zs0Group Transform

https://youtube.com/watch?v=MX053UzTfmkCollaborative Editing
https://youtube.com/watch?v=NA8ecPxFIZwMorfoBot
https://youtube.com/watch?v=pS00XpkKQmwProcedural Modifier Parameters

https://youtube.com/watch?v=FXxrYRiqztQSymmetric Operations
https://youtube.com/watch?v=nbkijCtZgroCollaborative Symmetric Operations

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Reserved #1

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What is this? Can you show us a sensible demo and potential use?

Hello @rotwang,

Thank you for your interest. This WIP is to show off the system as it develops/evolves (new word = evolops) and features added. Demo & Tutorials will be produced after we complete Core Features: Multi-user Mesh Object Spawn/Delete, Orientation, Material Parameter Adjustments, Server Save/Load.

https://youtube.com/watch?v=RI8fx6_wzcQ
Parts Attachment

Next: Parts Transform

https://youtube.com/watch?v=fXi0Tk9U6z8
Selection Highlighting

https://www.youtube.com/watch?v=gyv_rU-o68A

PBR Material Adjustment

https://youtube.com/watch?v=EUr3X8lH0m8

MorphTarget Support

https://youtube.com/watch?v=EUr3X8lH0m8

MorphTarget Support

Vehicle Construction

Vehicle Construction

Collaborative Level Editing

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Collaborative Level / Entity Design:
Create & Save in BAD MORFO…
Load back in UnealEditor to Build Lighting, Collisions, Paths.

		Runtime Collaborative Editing and Save, Load back into UnrealEditor
		Utilizing Blueprints Utility: [https://docs.unrealengine.com/en-us/...ing-Blueprints](https://docs.unrealengine.com/en-us/Editor/Scripting-and-Automating-the-Editor/Scripting-the-Editor-using-Blueprints)

https://www.youtube.com/watch?v=KdztuFk-sO0

Real-time Creature Bashing… [TABLE]

https://cdn.discordapp.com/attachments/297037486851489792/539747780407853078/Screenshot_2019-01-29_03.57.44.png

		https://youtube.com/watch?v=Ld9nlGiPedg

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Morfobot

https://media.discordapp.net/attachments/475115107857203201/541606761900277764/Screenshot_2019-02-03_07.06.32.png?width=876

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MorfoSmartShapes

		MorfoSmartShapes

		Are merely StaticMeshes (for Static Mesh Parts) with specified Name used by Morpheus to associate Morpheus Objects (ie Connector) and Entity Component Objects (ie Particle, etc). Any staticmesh using the specified name will be considered a MorfoSmartShape, but we attempt to use Shapes related to the Object its associated too. Logic and Data are decoupled. A simple mechanism that allows the SmartShape representing an Object to be orientated like any standard (Static Mesh) Part.

		Connectors

		Our first Smartshape will support Connectors. Connectors are associated to a specific part, storing metadata as to what and where these components can be attached for Auto Alignment (object snapping). Metadata (decoupled data) consists offset transform for attachment, and a list of connectors allowed to attach

https://www.youtube.com/watch?v=GxJ-RM-0dsw

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https://youtube.com/watch?v=SHVMuRiTL0w
MorfoSmartShapes: Connectors WIP

		Connectors

		Our first Smartshape will support Connectors. Connectors are associated to a specific part, storing metadata as to what and where these components can be attached for Auto Alignment (object snapping). Metadata (decoupled data) consists offset transform for attachment, and a list of connectors allowed to attach.

		MorfoSmartShapes

		Are merely StaticMeshes (for Static Mesh Parts) with specified Name used by Morpheus to associate Morpheus Objects (ie Connector) and Entity Component Objects (ie Particle, etc). Any staticmesh using the specified name will be considered a MorfoSmartShape, but we attempt to use Shapes related to the Object its associated too. Logic and Data are decoupled. A simple mechanism that allows the SmartShape representing an Object to be orientated like any standard (Static Mesh) Part.

https://youtube.com/watch?v=u2SAlDHRA98

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Collaborative Level / Entity Design:
Create & Save in BAD MORFO…
Load back in UnealEditor to Build Lighting, Collisions, Paths.
Introducing:
Convert Mesh to MorpheusPart

		Runtime Collaborative Editing and Save, Load back into UnrealEditor
		Utilizing Blueprints Utility: [https://docs.unrealengine.com/en-us/...ing-Blueprints](https://docs.unrealengine.com/en-us/Editor/Scripting-and-Automating-the-Editor/Scripting-the-Editor-using-Blueprints)

https://youtube.com/watch?v=YDJznIALQ_s