Hello guys! is my first post here, and I would like to show you my game project called City of Souls.
It’s a horror game located in the fictitious city of Svoboda near to Chernobyl in Ukraine.
Here are some images from the prototype. These images doesn’t depict the final result, that I expect to be 2x better graphically at least
Here is a screenshot from the grass I’m creating for the game. It was made using 3ds , baking the geometry to a texture atlas and applying it to individual planes.
Hi many thanks again for the incredible tutorials and reference you have provided to help me out but i am still confused on the player touchbending stuff. I have the material setup exactly like you have it and i watched that UE4 video on BP and parameters but its so confusing to me. Any you can upload a screenshot of your material parameters and blueprint that controls the playerbased touchbending?
-Also how did you get your Y- and X- to be negative values, my vector parameter will only accept 0-255.
-Also side note what would be the best way to control vegetation being affected by explosions? Like say i throw a grenade close to a tree and the whole tree then sways?
Does distance blending increase performance? dont pixels still evaulate the full shader with mults? Or does it discard the SSS calculation in that part of the blend?
The months in Trello do not mean it’ll be done then, just that someone at Epic might be working in November on it. Also, there’s no year specified either…
When it first was posted it said November and December, hopefully that means it turned out to be easy enough to wrap up in a month(?).
We’ll see when it arrives though.
Really nice to see that all the nagging we’ve all been doing paid off.