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

Hey there …

  1. UMG is our only option so we should start working on that. I wish we could use Coherent-UI but unfortunately its not possible. :frowning:
  2. Its perfectly alright to use 's plugin. If you find anything useful from it feel free to plug it in. :wink:

So far there is no name. If you are an artist then you can help us by giving some concepts on characters, environment, buildings etc so the modelers can start modeling.

Thanks !

  • I agree, the Character “knows” too much, in a RTS requirements are significantly less and different (no exact physics simulation is really needed, tile based movement is acceptable, must be optimized for performance rather than quality etc.).
  • In another engine I tested it was possible to save the Navmesh, there must be a solution in UE4 too, it could help a lot…
  • In my custom solution (that looks like the one used in Company of Heroes, consisting of tiles and small areas), it costs also a minute or more to build the static data of a big map, based on terrain size and height-field, but the dynamic stuff only 10 seconds, which is a big advantage of creating an own system (enables e.g. random map generation, what is - as I know - currently impossible with landscapes).

I think 1st I will deal with checking the possibilities of the Navmesh solution.

This is very interesting, I’ll definitely be keeping an eye on this project. I haven’t been on this forum for several months, so looks like i’ve missed a lot :stuck_out_tongue:

I’ve wanted to have a try at creating my own RTS game using UE4, particularly a remake of one of my favorite games from the late 90s, Jeff Wayne’s The War of The Worlds, but I had no idea where to begin, I still don’t, not really a programmer, (and I know of no way to ask Jeff for his permission to use his music or the model designs). I’m primarily a modeller with several years worth of experience with 3ds max (using student versions), but the models have all be static, unrigged (though i have done one or two basic animations in my time). I’ll soon be migrating to a full commercial version of Maya, as Blender gives me a headache, and the Foundry’s licensing policies regarding transferring across workstations (if i need to upgrade my system ect) seems a bit…convoluted, so i decided to go with Maya, as that has the better rigging tools, and once i’ve got the commercial license, I’ll be free to release anything i make online (AD’s view on assets created with PLE versions of their software are that they can not distributed).

Anyways, like i said, once I get up to speed with Maya, I’ll gladly make and donate models for the project.

What poly count should I aim for? I’m guessing from the early screenshots, you used the top-down template as a base to work from?

Update:

I have added comments to Construction system not much though), I wish BPs offered some kind of Notes feature to add detailed instructions pinned to nodes/functions.

Anyway I have added a demo as well (for the barrack construction).

I have added a pull request.

NOTE: It uses engine version 4.4

IF you do not understand how it works, let me know and I will post a tutorial . However the general workflow is like this:

  • Create an instance of ConstructionProxy in the controller
  • When you want to construct something, create an instance of ConstructionConfig struct and fill it. Call QueueConstruction function on manager and pass the filled-in struct.

For each building type, you should have an associated ConstructionProxy. Esiest way is to extend BP_MultistageConstructionProxy and fill the default values.

Great work , i’ll give it a try today.

I’ve been working on an upgrading system, currently i’ve got upgrades working for the player and buildings and soon also for characters. So far i’ve added 3 useless upgrades as a proof of concept; buying wood with gold, increasing actor size and decreasing actor size over time. It’s fairly easy to create upgrades for different classes. It’s also possible for upgrades to be unlocked after buying another upgrade so upgrade ‘trees’ can be created.

Let me know what you think and if anything needs to be improved.
://www.youtube.com/?v=joUTN11MbyY

Thats great ! Back in my RTS Example game i had upgrades for characters and buildings but they are all gone now. :frowning:

Its good to see you are making some progress. Did you pushed these changes to Github?

No not yet, i will push an early version to my branch later today but it’s still not finished. I still have to do some testing, improving and commenting before it is ready for the Master branch :slight_smile:

Hey Guys,

Ive started working on the Barracks Model.
is a rough preview of it.
Its still not game ready in terms of textures.
The model itself has 5000 Polygons.

Better Texture work will be done in some days.
Also the foundation is still missing.

Greets,

@: Great progress!

@C3D: Impressive!. However we might need some additional models for each building (various stages of construction). If you go back 1 or 2 pages in this thread, you can see the relevant discussion and some samples.

I think I forgot to push the UV mapped Meshes and textures for the Barrack. Will do it tomorrow.

@ : Thanks! :slight_smile: Okay, i will provide 5 models for each stage of the building process.

@: I’ve merged your pull request to master branch. :slight_smile:

@C3D: Thats a great model ! Really impressive. As said we need different models that represent various stages of construction for each building. Please see this page for some samples i made.

Hiya!

Is there going to be a dedicated place for concept art to be uploaded? I want to know where to check so that I can help out with teh modeling :slight_smile:

Just tried it and it’s fairly straightforward (for me), great work!
One note: the defaults aren’t filled in so it doesn’t actually show anything :slight_smile:

I know, my bad :frowning:

The defaults were actually the 5 stages of Barrack mesh. But unfortunately I forgot to push those assets. That is why they are left blank.

We also need it to take care of damaged, which is not implemented currently as I am not sure what are the damage types and how they are applied.
NOTE: You can create a new Proxy by extending the ConstructionProxy to create custom behaviour. So if nayone facny some cool effects or animated meshes…you can absolutely do it and it will still work with the construction framework.

Hello all,

I’ve very recently decided I wanted to make a RTS as a fun project. While learning UE4 I came accross this thread which is 90% exactly what I was looking to create. I’m not the best modeler but I’m learning, I am going through and learning UE4 BP as well. Hopefully I can help add some things to this project to help make something way more awesome then I would have been able to create by myself. I plan to have some things to add very soon, digging into the current project to help understand the foundation.

-Mike

UPDATE

I spent a few hours going over the blueprints. There are a lot of things going on and not much is commented out. (maybe it just seems that way to me. :confused: ) I was testing on UE4.5.1 and couldn’t get anything to work other then basic movement on the test map.(the other 2 maps never finished building navigation.) Can anyone confirm this?

I’d like to help push this project further but not sure who to talk to about the current blueprint state? anyone have a good idea of what all the blueprints are doing please send me a PM. Thanks!

Making some progress on a town hall model. comments/suggestions welcome.

I’m working on the comments so that should be fixed soon. And i can confirm that it takes ages (2-5 min for me) to build navigation on faycliff and you can’t move units until it is finished. Note that it rebuilds the navmesh when you start playing, the in-editor navmesh building doesn’t matter. Your town hall looks great btw :slight_smile:

@
I figured out why zooming is bugged! Sometimes traces return 0,0,0 when they’re not supposed to, i first noticed it when moving units but i hadn’t connected it to the zooming issue. It also happens when you use Get Hit Result Under Cursor and i have no idea why…

Probably same problem I have : Single Line Trace somtimes goes through landscape - Blueprint - Epic Developer Community Forums

@ are you using UE4.5.1? Are you able to collect wood on the test map? For me the civilians won’t go into the tree volume.