[Community Project] Real Time Strategy Game. NEW MODELS AVAILABLE. SEE POST #1

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“If you are defining buildings using XL files… then method 1 is better. However if all buildings are hardcoded classes, then I think method 2 is the way to go”

I think solely on this, the method 1 is better then… Should be much easier to define buildings using XML (is that what you wanted to say?) if not I have to look into what XL actually is…

I meant a MS Excel like file. Ie properties are defined in text files as rows and columns. If you are familiar with GTA modding, you would know this. In GTA SA stuff like Vehicle handling are not hard coded, instead they are defined in a txt file. So you can edit them without ever compiling anything.

@: Method 1 seems to be good. I thought about integrating XL files to this for defining character upgrades, attacks, weapon levels etc. :slight_smile:

By the way is a barrack building i just made. No textures though. :frowning:

It will be great if someone can texture this. You can download max model from .

Imgur: The magic of the Internet.

Imgur: The magic of the Internet.

Different Stages of Construction:

Imgur: The magic of the Internet.

WOW!

That is some nice work there

It would take me atleast 2 days to make something like that.

PS: When making material, make sure the intermediate meshes are NOT color-ful (should look like they are being constructed, I think)

Thank you very much ! :slight_smile:

is a house model that i created along with barracks. Again no textures. :frowning:

You can download the model from . I greatly appreciate if anyone is willing to texture this. :slight_smile:

Imgur: The magic of the Internet.

Different stages of construction:

Imgur: The magic of the Internet.

is a Defense Tower model i just made. No textures. :frowning:

Imgur: The magic of the Internet.

Different stages of Construction:

Imgur: The magic of the Internet.

Bad News :frowning: :frowning:

The construction system was almost ready. But now the editor is crashing whenever I open a blueprint that belongs to this system. I tried restoring from Backup folder but no luck.

So tried to recreate everything from scratch and got around to 80% work. I played several times and put buildings on map and they seem to work. So I decided to take a break and quit the editor. I came back and tried to open one of the blueprints and again, editor crash :frowning: Stuff works if I dont quit. I have no idea what is going on.

The only other weird thing is I have two blueprints, which hold a reference to each other. So if I try to compile one of the BPs, the other one will be marked as dirty and needs to be re-compiled. However when I press “play” everything works (except there is a 30 second delay for the game to start). Do you think this cyclic reference is causing the crash?

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All those models look amazing! Did you use editable-poly mode OR did you use boolean to combine meshes? From my experience, boolean operations sometimes results in high poly count. I think they look great without textures :slight_smile: It has that cartoonish look we wanted. Are those UV mapped?

I am using blender and have no access to 3Ds max or Maya. OS I dont think I can help you with texturing.

PS: If anyone is interested, I can post the latest Backups of these blueprints .

I know that feeling…Anyway check these threads:

Thanks . I use editable-poly mode only and they are not UV mapped.

I can give you FBX if you want. :slight_smile:

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If you can provide FBX, I will see if I can UV map it.

Compiling one BP often marks another one as dirty, i think when pressing play it compiles all of them and that’s why i hardly ever bother compiling.

It’s a shame that you lost your progress, i did however come up with a new idea for the construction (it can be downloaded from my branch as of right now).
In my system the playercontroller contains an array of structs, one item for each of the buildings. These structs contain info about the build duration and the different building stages.
The building progress is calculated based on the buildings health compared to maximum health, meaning the construction is slowed when the building is under attack (this could easily be changed, it was just an idea i thought might be cool).
Let me know what you guys think :slight_smile:

Also i slightly changed the way a building is placed, it seemed somewhat pointless to spawn a new building of the same class as our preview mesh and place it at the same location.

You could post the backups, might be that it works for me or someone else.

And Ryanjon, your models look really good! I’m usually really bad at anything related to the art side of a project, but i could always give texturing your models a try.

it is: https://db.tt/G7qDAIWP

Looks like a great idea. Any video demonstration?

Thank you ! :slight_smile:

Just made another Dock model. This looks ugly without textures and props.

Imgur: The magic of the Internet.

Different stages of construction:

Imgur: The magic of the Internet.

Redid everything again. This time, I made backups manually. Finally I can show you some progress video.

I did not have any proper models or sound files. So I had to make use of what I had.

There is built-in support for speeding/slowing construction rate (like when under attack). - You can even put negetive value (meaning it will go back to previous stage). Apart from that I have modularized stuff. So each class is taking care of stuff it is assigned.

General strcuture
Construction manager:
You will ask this guy if you want a new building. YOu tell him which building class, proxy class you want and also work hours needed and priority. This guy will manage the workers available and assing them to various projects based on priority and other stuff. So if you have a ‘BONUS’ speed for some building types, you should tell this guy.
Proxy:
This guy simply uses whatever work force is assigned to it and goes on building the structure. It will swicth between mesh, audio… just like it is told. He has no idea about anything else. At the end of construction, he will notify the construction manager, who will destroy the proxy and replace it with the building.

Currently priorities are not implemented. But all you have to do is extend or modify the construction manager anyway you want.

Suppose you want top control transparency of the buidling instead of multipel meshes, you can simply extend the Proxy class and implement any custom logic and it will work.

NOTE: For the video, I am using a DemoProxy class with stage info set as its default values. Practically this will be loaded from a config file.

DO NOT USE MY BRANCH!

Apparently i broke something, got a weird compile error:
Internal compiler error inside CreateExecutionSchedule (site 1); please contact the framework team as we need a repro for this bug!

Guess i should post this on answerhub?

Anyway i’ll try to fix it, also i found a way to fix the resource spawner issue :slight_smile:

Nice model again! You’re really fast.

Looking good, a lot more advanced than my simple system!

Awesome . Looks great. Previously what i had was based on timers. 5 Custom Events that will call each of them based on timers. So each event updates the mesh and plays sound effects and in the last event added some decorations like props and finalized. Your system looks more better and customizable. :slight_smile:

You should post so Epic can download from your branch and fix them. :slight_smile:

By the way is one more model which is a Stable. I am going out and wont be online for 3-4 days. I’ll continue modeling when i get back. :slight_smile:


Different stages of construction:

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Those models looks really awesome.

BTW, I tried to UV map the FBX model. But there is one issue. The model has a lot of intersecting geometry and some of the polygons are non-selectable (becuase of overlaps). I managed UV map over 60% of it (non-overlapin UV). But if the model is created only during run-time, do we need non-overlaping UVs? TO the best of my knowledge non-overlapping UVs are required only for baking lightmap. So what do you think?

Another issue: I think you should UV map the model from 3dsmax itself. The reason is otherwise we will need to UV map the 4 stages of the model separately which is very time-consuming. IF you could do it in Max, ocne you complete the model, you can UV map, then hide some of the geometry and export the remaining stuff (3 times for first 3 stages) and export the full thing for the 4th stage. This way you only need to UV map once.

You need non overlapping UVs only for your lightmaps. Just make a UV channel with separate non overlapping UVs (call it “lightmap” channel) and another UV channel with overlapping UVs (call it “Map1” channel) as you please. Also use as many overlaping UVs as possible on your Map1 for everyplace that the texture repeats that way you have more details if you going to apply a material to it. Non-visible geometry in your Map1 UV can be shrink down to a very small size if you do not plan on deleting it. After all those areas will not be seen so the size of their UV faces can be really small.

i was just trying out your construction , and noticed you forgot to update BP_RTS_GameState in your fork. Compiling throws an error in BP_ConstructionProxy about TimeScale not being found in the gamestate.

Ah, my bad. Perhaps I forgot to push that file to Git. OK, is what you need to do:
Open BP_RTS_GameState Blueprint. Add a float variable in it named ‘TimeScale’ Set its default value to 1.0 . And thats it.
That variable is used to control the time scale. Ie the ratio between in-game time and real time. For instance if you want to make the game move by 1 minute with 1 second in real life, You set it to 60.

Hi guys,

I have hardcoded 's construction mechanics with slight changes into BP_Building_Master. I have also added the barracks i showed earlier and created a Blueprint for it that demonstrates this new mechanics. Check out the defaults tab of BP_Barrack to see different stages of construction. I believe it is now much easier because since it is now in Building master class, you can create new structures and add different stages of construction simply by modifying defaults tab. Check it out and let me know. :slight_smile:

hey there, I just tried this today for the first time. I have to say thanks for such an awesome effort

it seems broken however. I cannot seem to select units. all I can do at first is build a barracks. once I do I’m finally able to select the civilian (as shown by the Selected: text on the left) but he won’t move or do anything (I do get the move to arrow widget thingy when I right-click somewhere). and that’s all I can do with the game :slight_smile:

I also wanted to ask if you plan to re-parent your character blueprint into something other than Character. using the Character BP seems overkill for something as simple as RTS units that mostly walk, fight with a very simple approach, build, die, and maybe use a special ability.