DavitMasia, to unrealengine
@DavitMasia@mastodon.gamedev.place avatar

In UE, the Node "NormalFromHeighmap" generates a NormalMap from a greyscale.

Accepts texture object(baked), but how to do from a generated image like noise, edited/blended texture, etc...?

DavitMasia,
@DavitMasia@mastodon.gamedev.place avatar

Or with Texture Sample

sinbad,
@sinbad@mastodon.gamedev.place avatar

@DavitMasia I suspect the issue is that in order to generate the normals it has to take multiple samples around the original sample to calculate the slope; it can’t do it just from a float (no surrounding context). You can double-click on the node to see how it’s implemented to check & maybe do the lower level ops with multi sampled data of your choosing

maxim, to unrealengine
@maxim@mastodon.gamedev.place avatar

Unreal Engine, Font Material 👀

Looks stupid but i wanted to try it, it's really interesting when you can apply the material to the font

video/mp4

maxim, to UI
@maxim@mastodon.gamedev.place avatar

I came across that in Unreal Engine, you can make materials for the font for your widget. The first thing I created - the effect is a bit like a terminal

video/mp4

ben, to unrealengine
@ben@m.benui.ca avatar

Another amazing making-of blog from Psychonauts 2
https://www.doublefine.com/news/devin-target-search

dergell, to gamedev
@dergell@mastodon.gamedev.place avatar

Sometimes I may overengineer stuff?

I'm starting to add replication since I'm now getting into actual player interaction systems. To reduce code duplication, I wanted a generic interaction function with a templated parameter.

Doesn't work. Unreals reflection system, which is needed for replication, can't really handle template types. That's a bummer.

Here's more info from someone who basically had the same idea:
https://forums.unrealengine.com/t/problem-with-creating-a-generic-server-call-system/34974

dergell,
@dergell@mastodon.gamedev.place avatar

@SirLich Yes, there's almost always some kind of workaround you could use, but then that means even more effort put into a topic that's just for me as a developer and probably never noticed by anyone else, especially not players. So, is it really worth it? Don't know, maybe, but I'll probably just go with a little more duplication and use that time for actual progress.

However, it's reassuring that it's not just me doing weird stuff here 😄

SirLich,
@SirLich@mastodon.gamedev.place avatar

@dergell My company fights against unreal all the time. Another funky one is no TArray inside of TMap -you need a FStruct dummy layer in between.

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Sci-Fi adventure game devlog 📌

Today's achievement with Unreal Engine 5 - worked a little on Mist, Niagara Sprite UV Animation and fish eye drone

video/mp4

maxim, to unrealengine
@maxim@mastodon.gamedev.place avatar

Today's achievement with Unreal Engine - worked a little on water and underwater effects. Material for post-processing underwater visual and material for caustics as Decal. It's still not perfect for gameplay my goal was more educational

video/mp4

maxim,
@maxim@mastodon.gamedev.place avatar

@feyter today was just such a day, there are days when everything falls out of hand

feyter,
@feyter@mastodon.gamedev.place avatar

@maxim happy to hear that this should not be the norm 😂

ben, to unrealengine
@ben@m.benui.ca avatar

How to find all Blueprints that subclass a C++ class in

  1. Open the Class Viewer
  2. Disable "actors only"
  3. Type in the parent or child class
  4. Click on the correct one
  5. Delete the search, so it now shows parent/siblings/children
ben,
@ben@m.benui.ca avatar

@sinbad how do you see this view?

sinbad,
@sinbad@mastodon.gamedev.place avatar

@ben Right-click on a class > Go To > Derived Symbols (Ctrl+Alt+B)

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Gone in 60 Seconds. I was troubled by the thought of the mechanics of the detective, the reflection of the decals if you shine an ultraviolet light on them, so I made the first draft

video/mp4

otter_linnus,
@otter_linnus@det.social avatar

@maxim ah I see. But the radius is not being stretched according to the angle between the beam and the wall, right? (I'm not trying to be a d-bag, I'm just really curious.)

maxim,
@maxim@mastodon.gamedev.place avatar

@otter_linnus there is the starting point of the light and the distance, and there is a conditional radius of the end of the searchlight, I transfer these data to the decal material

uri, to unrealengine
@uri@mastodon.gamedev.place avatar

We've just released our horror roguelite!
Harvest Hunt is out on Steam after a couple of years of dev. We're a core 3 person team (I'm the Lead artist). It's a horror roguelite loaded with ambience and a lot of european and Portuguese inspired folklore and other stuff there 🙂
Have a look, wishlist! Hell, buy it if you're so inclined!
https://store.steampowered.com/app/2009620/Harvest_Hunt/

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Effect Texture Maker - online tool ☀️

I recently started using it, it's a very useful thing to use when studying materials and Niagara, to quickly get a sprite to experiment with Unreal Engine or Unity, the tool also allows you to create a sprite sheet or normal map

https://mebiusbox.github.io/contents/EffectTextureMaker/

video/mp4

GameFromScratch, to gamedev
@GameFromScratch@mastodon.gamedev.place avatar

New gamedev Humble Bundle!

The Low Poly Bundle is a large collection of low-poly 3D assets from Eldamar Studios and Animpic Studio. Usable in , , and more.
Low Poly Game Dev Humble Bundle – GameFromScratch.com

GameFromScratch,
@GameFromScratch@mastodon.gamedev.place avatar

@JustinRyanH no, redeamed on a 3rd party site.

GameFromScratch,
@GameFromScratch@mastodon.gamedev.place avatar

@JustinRyanH no, just that is what project files are included.

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

I reduced the size of the hole creation and connected this to the laser cutter. It looks interesting, maybe there will be several places in the game where you need to cut a hole, but with a combination of Chaos Destruction and Geometry Script

video/mp4

daniilskli,
@daniilskli@mastodon.ml avatar

@maxim Awesome!

If you can share, I'd be interested to know how it works technically, how the geometry deforms or whatever. Because as far as I know, usually in games, if there are any destructions, it's a pre-broken geometry, which at the right moment just replaces the whole one and falls apart. And here everything is dynamic, laser, I have not seen such a thing. 😅

maxim,
@maxim@mastodon.gamedev.place avatar

@daniilskli
just search on YouTube: Unreal Engine 5 Geometry Script

you will find a couple of videos with similar examples

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Today I tried what Geometry Script is in Unreal Engine 5. Cool features, but I won't use it for the game. Maybe only as tools for level design

video/mp4

maxim,
@maxim@mastodon.gamedev.place avatar

@njamster @ben very expensive pleasure for such a simulator, although it looks really interesting

maxim,
@maxim@mastodon.gamedev.place avatar

@glukozavr just experimenting, such mechanics are uncontrolled, it is better to use chaos destruction

maxim, to scifi
@maxim@mastodon.gamedev.place avatar

In the game, one of the protagonist's tasks will be to collect flora and fauna biomaterial. After collecting the samples, they can be viewed in the inventory. Maybe there will be a mechanics - mixing and testing samples properties

video/mp4

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