Yeah, it's a good idea to place some trees with foliage tool at the top of the hills, and reduce the radius of the external ring. Also I want to use a unique material and texture for trees (actually two) to reduce the drawcalls and gain some extra fps.
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Seriously CobaltUDK, this thread title must be the most understated in the history of the forums... And those Ninja Triplets, I think you're having way too much fun over there in Spain! I'd love to know how many hours a week you spend animating, coding & modelling, but I think you're way too modest to say. Everything looks pro, and yet you still have time to program in C++. Wow, few have that kind of skill-set, so kudos!
Your comment about favoring C++ struck a chord with me, because I have that background but I'm actively moving in the opposite direction and prefer drag and drop now, just for the sheer productivity. So I'm curious how Blueprints pan out versus Kismet i.e. Are Blueprints = Kismet w/ Custom Nodes? .... What's your view?
The danger of Kismet / Blueprint is how lax you can be 'writing' organized code. I think its similar to Microsoft Office & VBA macros, where its easy to become reckless and create monsters. But the pluses are, rapid game development and visual organization of code, which I wish UC / C++ natively had.
On that note, I've been tidying old Kismet into organized sequences, and I've noticed that there's added lag to using them. Even sub-sequences with no code generate a slight lag of perhaps 0.01-0.1 seconds when embedded in a loop and used as 'functions'. Has anyone else seen this, and how are Blueprints stacking up regarding 'function' creation?
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Thanks.
Frankit, sorry about the ninja triplets, disappeared with the old model. But they will return someday, perhaps as a final enemy in some stage in the game, I don't know.
I have a job, 8 hours per day, so I can't work in UDK more than 4 or 5 hours per day (but more in weekend).
I don't know C++, only Uscript, but I prefer the code in general, instead kismet, blueprints or any visual coding.
I only use Kismet for triggering, to open doors, etc. Maybe I'm a dinosaur and I can't adapt to new trends, but I work better with code.
I think something like program the AI using blueprints must be a nightmare, with thousands of boxes and lines..., but usign code is easy, almost for me.
I know this guy, https://www.youtube.com/user/obihb/videos , who is doing a game using blueprints (kismet before). I'm impressed by what he has achieved, very well done, very polished, but I think he would achieved more things in the same time using code.
AmyP, we need a machine like this:
Arnold has one.
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I have a job, 8 hours per day, so I can't work in UDK more than 4 or 5 hours per day (but more in weekend).
AmyP, we need a machine like this:
This guy from NinjaArcade is awesome! My main knowledge is in the art area, not in the programming area, but I'm not a big fan of Kismet (it doesn't like me :P) so I prefer coding when my limited brain can code. But this guy is showing Blueprint can be a promising tool.
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The sound is correct, there are a intentional delay between the lightning and the thunder.
The lightning is done using the map directional light, increasing and drecreasing the brightness in a tick event. There are a particle effect for the lightning, but in the video don't appears, because the near fog.
The rain is a staticmesh with the rain material, following the player, and there are a particle for the water drops, but only works over 30 fps and when the camera view is paralel with the ground. I need to learn about particles a bit.
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