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Real-time, Multi-user - Level Building, Character Customization, Weapon & Vehicle Assembly (100% BP)

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  • Real-time, Multi-user - Level Building, Character Customization, Weapon & Vehicle Assembly (100% BP)

    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
    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... The Universal Constructor!

    Potential Use for BAD*MORFO?

    We're developing this subsystem for 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!
    Parts Attachment Selection Highlighting PBR Material Adjustment
    MorphTarget Support Group Copy Group Transform
    Collaborative Editing MorfoBot Procedural Modifier Parameters
    Symmetric Operations Collaborative Symmetric Operations




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    This Post
    Last edited by TechLord; 07-31-2019, 03:38 AM.

  • replied
    TechLord - no worries dude!

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  • replied
    Valkrie Sound ,

    I do appreciate the follow up. I have been focused on restructuring our framework of our game project, thus have not been able work on this problem. BAD*MORFO will be at the core of the God of Dreams FTPS RPG Sandbox MMO, so I have to stabilize the framework, firstly. Once the framework is stable, I'll get back on this problem and post the resolution.

    Leave a comment:


  • replied
    Originally posted by TechLord View Post

    Hello Valkrie Sound, Thank you for the inquiry and the LIKE. I merely mirrored the vertices in Blender.
    No worries. Apologies if this is already covered but have you been able to reproduce the issue by following the same path with a different model from Blender that's also got mirrored vertices?

    Leave a comment:


  • replied
    Integrating JSON Node Lexer (JNL pronounced 'Janelle')
    Comes with a GUI Interface for in-game Editing and Display of Encoding/Decoding

    Leave a comment:


  • replied
    I'll be integrating BAD*MORFO at the core of the God of Dreams FTPS RPG Sandbox MMO, working towards achieving functional: Game World Simulation Interaction (that is, to communicate data, and to synchronize actions), allowing different Game World simulations to merge content, game mechanics, players, etc.

    BAD*MORFO will accomplish World Merging with multi-user modular assembly and a custom HTTP JSON API to send construction/destruction commands between Servers. This is where JNL will be put to work Serializing/De-Serializing Data to sent via HTTP API to re-construct assembly of the world's content if instantiated with the API.

    Leave a comment:


  • replied
    BAD*MORFO to get Blueprints-basedJSON Node Lexer (JNL pronounced 'Janelle') to Serialize/De-Serialize Save/Load Data.
    Based on the worlds fastest JSON parser: JSMN by Serge Zaitsev. JNL is 100% Blueprints. Developed to be embedded into other Blueprints-based Products to provide JSON Encode / Decode WITHOUT requiring a C++ Plugin.

    Leave a comment:


  • replied
    Originally posted by Valkrie Sound View Post
    Hmm... If you're applying the rotation of one mesh to a mirrored mesh is there some consideration for it being mirrored?

    Looks interesting by the way!
    Hello Valkrie Sound, Thank you for the inquiry and the LIKE. I merely mirrored the vertices in Blender. However, I did not make any changes to the pivot. I swapped out my custom meshes with engine cylinder mesh to determine if the pivot is part of the problem. The issue persists. I do feel the socket and pivot rotations are relevant to the problem, just not sure if there is a local rotation bug. You can Download the Character Blueprint to see symmetry function it in action.

    Possible Solutions

    https://answers.unrealengine.com/que...1985/view.html
    https://answers.unrealengine.com/que...6963/view.html

    Last edited by TechLord; 07-18-2019, 04:37 AM.

    Leave a comment:


  • replied
    Hmm... If you're applying the rotation of one mesh to a mirrored mesh is there some consideration for it being mirrored?

    Looks interesting by the way!

    Leave a comment:


  • replied
    Symmetrical | Mirrored Bone Attachment Rotation FAIL
    The Symmetrical Attachment Rotation fail - See Videos. Attachment uses relative rotation and YZ axis inverted +180 degrees of the 'normal' rotation on opposite side. Rotation on Y axis, is throwing everything off. I'm open to any and all recommendations. Thanks in advance.


    Download the Character Blueprint

    Leave a comment:


  • replied
    Symmetry Operations
    Symmetry (from Greek συμμετρία symmetria "agreement in dimensions, due proportion, arrangement")[1] in everyday language refers to a sense of harmonious and beautiful proportion and balance. Symmetry can be found in every aspect of

    {
    Left;Right;Top;Bottom;Front;Rear
    }
    Last edited by TechLord; 07-10-2019, 02:32 PM.

    Leave a comment:


  • replied
    Procedural Modifier Operations:

    Alignment
    {
    -1: Default; 0: Zero; 1: Parent Direction; 2. Parent Direction + Rotator Value (Offset);3. Rotator Value (Direct); 4. Random Rotator; 5: Align by Bone; 6: By Gizmo Location
    }

    Position
    {
    -1: Default; 0: Parent Position; 1: Straight with Parent; 2. Parent Position + Position Value (Offset); 3. Random Position by Position Value; 4: Straight with Bone
    }

    Scale
    {
    -1: Default; 0: Parent Size; 1. Parent Size + Size Value (Offset); 2. Parent Size * Size Value%; 3. Size Value (Direct); 4. Random Scale (Uniform) using Size.Z(Max) Value (Offset); 5. Random using Size Value (Offset); 6: Scale by Bone;
    }
    Last edited by TechLord; 07-02-2019, 03:21 PM.

    Leave a comment:


  • replied
    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
    Last edited by TechLord; 04-02-2019, 05:26 PM.

    Leave a comment:


  • replied
    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.
    Last edited by TechLord; 03-22-2019, 06:06 AM.

    Leave a comment:


  • replied
    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
    Last edited by TechLord; 02-23-2019, 12:44 PM.

    Leave a comment:

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