• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community The Community Real Life Discussion
« Previous 1 … 5 6 7 8 9 … 245 Next »
Unreal Tales - FL UE4

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (8): « Previous 1 … 4 5 6 7 8 Next »
Unreal Tales - FL UE4
Offline Alley
10-06-2018, 01:48 PM,
#51
Member
Posts: 4,524
Threads: 406
Joined: Jun 2009

A collab with @Ichiru led to a new export process that make it a little less annoying to convert FL models to new standards. Proportions are now correct (outside of the models' own weirdness) and less information is lost on export. Materials recolor are however still lost in the process, so these must be restored manually after import.

Here's the result on a few liberty shippies






Laz Wrote: Alley was right.
Reply  
Offline Venkman
10-06-2018, 01:50 PM,
#52
Fellow Junker
Posts: 3,496
Threads: 222
Joined: Jun 2011

Looks hot.

User was banned for: https://discoverygc.com/forums/showthrea...tid=206147
https://discoverygc.com/forums/showthrea...tid=206210
Time left: (Permanent)
  Reply  
Offline Alley
10-06-2018, 08:47 PM,
#53
Member
Posts: 4,524
Threads: 406
Joined: Jun 2009

I imported the gallic trade lane model. FL always made me feel trade lanes were tiny, but apparently they aren't. Put to scale against a human, they're actually pretty huge!


Laz Wrote: Alley was right.
Reply  
Offline Sombs
10-06-2018, 10:46 PM,
#54
Three orange cats in a mech
Posts: 6,806
Threads: 502
Joined: Feb 2014

You should make an UT99 map with just Discovery models to jump around on.




Uncharted System Stories: 18 | 32 | 34 | 37 | 38 | 85

Templates: Character | Transmissions

Alternative Soundtracks


Reply  
Offline Alley
10-08-2018, 10:21 AM,
#55
Member
Posts: 4,524
Threads: 406
Joined: Jun 2009



This image is probably a little less interesting but it has significant meaning.

I completely changed the approach in regard to storing equipment. The previous approach had not changed since 2015 and consisted of abusing inheritence to create completely new items based on a parent generic item. There was serious problems with that as you had to figure out what the item actually was. Engines weren't truly engines, if your ship engine was "engine50", the game would understand what you are using is something called "engine50" instead of an engine with the stats of engine50.

Unreal added Data Tables and I started to experiment with it. The above screenshot is a data table meant to store engine data. The beauty of data tables is that we can also open them in Excel, which means Unreal is not needed to mundane tasks like tweaking an engine's stats or adding a new one (I doubt localization will happen). In the end the approach is very similar to FL's INI system.

I've started switching the engine component to use this system and thus far the performance of this subsystem has been significantly improved thanks to this change, and so is the ease of use.

Laz Wrote: Alley was right.
Reply  
Offline Alley
11-27-2018, 10:49 AM,
#56
Member
Posts: 4,524
Threads: 406
Joined: Jun 2009

I'm finally done setting up my new pc after the previous one unexpectedly blew up (I'm not kidding, it was a rave party for a second). I chose the Ryzen 7 2700x as new CPU and holy hell that thing is a life changer in regards to developing this. It used to take a minute to recompile a material so I was very afraid to do tests with textures. Lighting builds would take more than 20 minutes on average maps. Now it takes barely a second to see the result of material changes and lighting builds barely take a minute to complete. It's a huge motivation to not be afraid to do things and really motivates me to work on this project.

Here's the result of a lighting build on one of UE's demo maps:

Laz Wrote: Alley was right.
Reply  
Offline PRJKTLRD
11-27-2018, 11:14 AM,
#57
The Commune Overlord
Posts: 1,227
Threads: 140
Joined: Feb 2011

Sh1te, that looks epic!

[Image: PvR66o2.png]
<"From Darkness, lead me to Light. From Ignorance, to Truth. From Death, to Immortality.">
Jared Nomak ||  The rise of the Overlord || The Commune

Reply  
Offline Nepotu
11-27-2018, 01:06 PM,
#58
Thrower of SNACs
Posts: 856
Threads: 60
Joined: Jan 2011

Bloody hell this looks gorgeous. PLEASE MAKE IT HAPPEN

[Image: Q83phBi.png]
Reply  
Offline Chronicron
11-27-2018, 04:47 PM,
#59
Assuming direct control
Posts: 1,463
Threads: 132
Joined: Aug 2017

Nicely done. Gives me some familiar vibes. Mass Effect 3? Space Rangers? Because I feel I've seen it somewhere before.

[Image: uXIwfFB.png]
  Reply  
Offline Alley
11-27-2018, 05:31 PM,
#60
Member
Posts: 4,524
Threads: 406
Joined: Jun 2009

(11-27-2018, 04:47 PM)Chronicron Wrote: Nicely done. Gives me some familiar vibes. Mass Effect 3? Space Rangers? Because I feel I've seen it somewhere before.

It's one of the demo levels of Unreal Engine 4. They're very useful for testing.

Laz Wrote: Alley was right.
Reply  
Pages (8): « Previous 1 … 4 5 6 7 8 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode