- World 2 Survival Game

https://files.slack.com/files-pri/T0BP8HZLN-F11M0NG12/mauserrender_01.png?pub_secret=f10129aa86

Looking very nice :slight_smile:

Can you share your process on how you utilize satellite data? Where do you get it from (heightmaps? color maps?) and which software you use to obtain/process this data?

I am not with pixel perfect polygons company but you can get DEM maps from:

http://nationalmap.gov/elevation.html

https://www.arcgis.com/features/

That is for the states and Canada. arcgis might have more for around the world. I used info from those sites then used AUTOCAD Civil and similar 3d program that can take DEM files or height maps and creates a 3D surface from them.

**Change Log - Alpha 0.5.6.1428. **

Coding Update

-Footprint System is nearly complete. Submitted 120 files to the depot, between BPs, table files, materials, etc.
-Footprint Component can be placed on any player, enemy AI, or animal we’ll have in the game. It’s set up so modular that we can quickly swap in human footprints, animal footprints, or any other creative use we can think of.
-Footprint Actor with various settings, including footprint duration and what materials the player’s steps react with.
-This isn’t working perfectly yet, but I’m going to get back on this as soon as I get home from work tomorrow (Monday) and plan on having this cleaned up and fully submitted to for his networking pass. There’s just a bit of work left to do on the Player Character BP.
-This can be further used to do things like leave “fresh tracks”, or other “events” that might be designed for the Open World-ness of the player experience.
-Modular Equipment Component
–Implementation of static mesh equipment pieces
–Implementation of texture-only equipment pieces
–Adjusting the prototype code to support these two new types of equipment pieces
–Addition of all 30 equipment slots and assigning them to their respective components
–Speed optimizations

Change Log - Alpha 0.5.7.1447

  • Updated project to a custom 4.11 engine build. Also, updated issues with the source to reflect the changes.
  • Added modular equipment component code from . Fixed compiler issues to get the code to compile.
  • Moved leveling components to proper folder structure and refactored to work with 4.11.2.
  • Updated Danskiy(module) to utilize new compilation settings.
  • Updated Function Library BP with new component accessibility.
  • Took XP giving code out of base projectile class.
  • Moved health component to proper folder structure and refactoring for 4.11.2.
  • Added new damage component to damage tester BP.
  • Corrected/optimized XP gain when killing player.
  • Added Stamina component with proper folder structure.
  • Began reworking/optimization of network code for character health.
  • Added debugging tools for visualizing data
  • Began work on adding tools for generating reports/data on asserts, crashes, etc.

Trenches in Progress - Blocking out all the difference pieces.

https://files.slack.com/files-pri/T0BP8HZLN-F13R1AYFR/woodtexture.png?pub_secret=1c38a098f9

Bunker Door Hinges in Progress - No detail too small! We’re authentic right down to the door hinges!


M1 Garand in Progress - Still working on the textures.

Wow, thats a quality door hinge. Coming from a background where I see door hinges on a daily basis, I can say that the focus on realism is unsurpassed. Will there be support for door hinge physics in this game? That would really set this game apart from other games such as Call of Duty and Battlefield. Good luck, I hope to see continual door hinge accuracy presented in this game.

Working to get our modular trench pieces lining up with the dimension of our bunker doors.

MG-08 Heavy Machine Gun by Alper Isler

Great Job!! very interested!!

The detail in the models is amazing! This could go straight into a movie.
Are those game-ready models or high-poly for concept? Are the screenshots taken from UE4 or another render software?

Bunker Door Color Variations

ah ok, the material is not taken from UE4. Still nice modeling! Would be nice to see it running in Unreal Engine in its game-ready version.

Lead dev of PR:WW2 here. I love all this work guys. So far we’ve been the ones doing the most realistic portrayal of Omaha Beach so it’s nice someone stepping up the plate even more and make that a reality in a much better engine.

Looking forward!

Looking .

It looks like a typical IBL setup, similar to the ‘Epic HDRI’ in the starter content.

You use a HDR image as a ‘specified cubemap’ on a skylight - that gets your lighting. But cubemaps can only be up to 512x512, so then you use a non-HDR version of the cubemap and apply it on a large sky dome mesh.

The downside of using this is that it’s not dynamic.

Increasing terrain reference resolution in order to place 100% accurate roads.

When there is a sky dome in the level it’s not needed to have the same sky texture loaded on the skylight. The skylight will automatically sample from sky dome. :slight_smile:

MG42 WIP

http://img.prntscr.com/img?url=http://i.imgur.com/3qhuoeQ.png

LOD0: 25K
LOD1: 3.3K
LOD2: 1.7K

https://i.gyazo.com/bfd5bccc0f619e4735dde808026806ca.gif