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Thread Statistics | Show CCP posts - 18 post(s) |
Lady MDK
Kameira Lodge Amarr Empire
87
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Posted - 2014.05.20 20:43:00 -
[31] - Quote
I like the idea of some sort of transition almost alternate reality state similar to the one from Creed that you posted....
Maybe its possible to utilise the starmap model again so that you have a back ground of moving at some speed across the universe from your current location towards where you chose to go showing the nebulas and suns as you go.. this however fades in and out (never completely) accompanied by some flashing like a representation of neurons firing and random brain activity... maybe some random views of new eden showing gate jumps (ill try and find something to show what i mean here it was part of an exibition that CCP did last year i think) as you near you destination the travel comes back into focus and you see the system and planet you are heading for come zooming towards you.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Monkey MAC
Rough Riders..
2871
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Posted - 2014.05.20 23:23:00 -
[32] - Quote
Lady MDK wrote:I like the idea of some sort of transition almost alternate reality state similar to the one from Creed that you posted.... Maybe its possible to utilize the star map model again so that you have a back ground of moving at some speed across the universe from your current location towards where you chose to go showing the nebulas and suns as you go.. this however fades in and out (never completely) accompanied by some flashing like a representation of neurons firing and random brain activity (like dreams)... maybe some random views of new eden showing gate jumps as graphics.. Lines stretching across the map (goto 28:40 on this video http://www.youtube.com/watch?v=VXYu5oUc0p4 to see what i mean) to imply dreams but connected to the universe you live in as you near you destination the travel comes back into focus and you see the system and planet you are heading for come zooming towards you. What they had at fanfest this year was a little like warping through the stars as you traveled but in my mind it didn't really have that atmospheric that the assassins creed thing does... if i'm being downloaded its gotta be sort of disturbing but beautiful maybe? The more powerfull the mind (i.e the more skillpoints you have) The faster and more powerfull the 'dreams' as you travel. I did not smoke anything before posting... Honest.
I don't personally think you should have any formof movement at all, firstly its clich+¬d and rather tacky, secondly during a clone jump you are technically dead a y perception you experience would unlikely be visual.
Instead consider, something altogether more . . . . . . . simplistic, hauntingly so. After you have locked into your new destination, your HUD flickers some commamds and the world around you begins to slowly dim, as it does so, simple flashbacks flicker across your vision for mere milliseconds, visions of previous deaths (not necessarily ones that happened), a soilder firing a gun at your face, a tank turret pointed directly at you, seeing an exploding dropship hurling towards, you for the last one, in the background have rising score that cuts suddenly, then everything fades to black.
After couple of seconds some commamds flicker back across your screen and the HUD fires up and your vision returns, as if nothing ever happened.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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CCP MC Peanut
C C P C C P Alliance
295
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Posted - 2014.05.21 13:55:00 -
[33] - Quote
Monkey MAC wrote:Damn, you use python code? Awsome, can I come and work with you guys for the summer? As for the starmap, I like the iteration shown in the keynote, however a few view modes would be useful.
I've been a big fan of python ever since they embedded an interpreter inside of Maya. Because of this, I actually tend to favor developing tools inside of Maya rather than Unreal. I find the velocity of developing python inside of Maya to be super fast, and the stability is very high. Do you happen to be in Shanghai? |
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CCP MC Peanut
C C P C C P Alliance
295
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Posted - 2014.05.21 14:16:00 -
[34] - Quote
While I seem to be giving daily updates, I can't promise I will be able to keep with it, but so far, the responses.. the feedback--it is just exciting. Today CCP BaoZi told me he read someone post (I checked but couldn't find--maybe it was another thread) something about being able to still navigate the starmap while scanning, rather than have the controls locked out. The initial setup/plan was to have the camera be controlled by code and move around the Starmap, similar to the loading screen you saw at Fanfest. He thought this request seemed more than reasonable and do-able, so we agreed today to change the course. Instead he is just going to pass a kismet event to me that contains the region being scanned, then I will (in Kismet) grab the [region] position and animate in a material effect at that coordinate. I can probably re-purpose the scan effect I had before, but have it radiate from region centers rather than pan down the y-axis. The scanning is purely cosmetic at this point; it will need to run while information downloads in the background, but we see no reason why you can't continue to interact with the map. All this is subject to change pending the feedback we get from other devs, but I wanted to thank, whomever suggested it.
Also, the feedback on the transition is really cool, but I may have confused some of you. I was only referring to transitioning between the Station and the Starmap (and back) --not into battles. Going to battles requires a loading screen because it is a totally different map file (that must load)--the Station and Starmap are actually always loaded together (and on top of each other). We were just looking at clever ways to fade one out while we fade the other in. Today I actually did a test using a similar technique we use to fade out the suit with the cloak--not bad. It sort of felt like all the pixels detached from the screen, swirled around, then re-settled. This technique uses a 2nd material that is overlayed on top of all current materials. That overlayed material can sort of 'intercept' the current material's channels and make changes to it. In this case, it plays with the alpha and emissive channels.
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Lady MDK
Kameira Lodge Amarr Empire
87
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Posted - 2014.05.21 15:56:00 -
[35] - Quote
CCP MC Peanut wrote: Also, the feedback on the transition is really cool, but I may have confused some of you. I was only referring to transitioning between the Station and the Starmap (and back) --not into battles. Going to battles requires a loading screen because it is a totally different map file (that must load)--the Station and Starmap are actually always loaded together (and on top of each other). We were just looking at clever ways to fade one out while we fade the other in. Today I actually did a test using a similar technique we use to fade out the suit with the cloak--not bad. It sort of felt like all the pixels detached from the screen, swirled around, then re-settled. This technique uses a 2nd material that is overlayed on top of all current materials. That overlayed material can sort of 'intercept' the current material's channels and make changes to it. In this case, it plays with the alpha and emissive channels.
Yeah sorry we are quite an excitable bunch, we started to talk about everything from transistions in the map to getting to the planets... I bet we'd design the game if you left us long enough lol. Personally I'd zoom towards the region/system and have the previous level fade around it.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Monkey MAC
Rough Riders..
2873
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Posted - 2014.05.21 16:03:00 -
[36] - Quote
CCP MC Peanut wrote:Monkey MAC wrote:Damn, you use python code? Awsome, can I come and work with you guys for the summer? As for the starmap, I like the iteration shown in the keynote, however a few view modes would be useful.
I've been a big fan of python ever since they embedded an interpreter inside of Maya. Because of this, I actually tend to favor developing tools inside of Maya rather than Unreal. I find the velocity of developing python inside of Maya to be super fast, and the stability is very high. Do you happen to be in Shanghai?
Python is very nice coding language No but I'm sure I could find a way over there for a few months!
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Captain Crutches
Nexus Marines
133
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Posted - 2014.05.21 23:31:00 -
[37] - Quote
Can I, like, subscribe or something to CCP MC Peanut so I can get a notification every time he posts?
Best dev poster on the forums currently, hands down. o7
Legion is absolutely the right move for the future of Dust. How CCP went about revealing it is the biggest problem.
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CCP MC Peanut
C C P C C P Alliance
338
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Posted - 2014.05.22 13:00:00 -
[38] - Quote
I'm a little depressed that I can't find any Kombucha to drink here in China, so I'll get my detox in by posting another daily Starmap update:
Today I hooked up the scanning effect using an event that CCP BaoZi has setup to fire in kismet. It was super quick to get working and very easy to make adjustments on. The event fires about every frame (not sure exactly, but it is pretty frequent) and outputs 2 values: a vector and an integer. The vector is the location the scan is happening at. The integer (0-1) is how close it is to being done (then it will switch to another random point and so on until scanning completes). I adjusted the material to radiate a wave of distortion and color out from the scan point. The way it works is that the material pays attention to the 3D point--if the distance between the pixel and the point falls within a tolerance it will blend in a different color and blend in a displacement to the vertex. The cool thing is that in the Starmap, almost everything inherits from one base material, so I only need to update one material with kismet, but I can override certain parameters on the child materials so the effect can differ slightly when it runs over a star versus a planet (and so on).
Also I tuned some of the material settings at different view levels to help with readability. Depending on the angle you view the Starmap, the background can be quite busy, so we are playing with adjusting translucency, scale, and brightness based on distance. |
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Lady MDK
Kameira Lodge Amarr Empire
92
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Posted - 2014.05.22 15:14:00 -
[39] - Quote
Any chance of a sneak peek at this ?
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
500
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Posted - 2014.05.22 15:19:00 -
[40] - Quote
I have no idea what you guys are talking about, but it seems interesting and i approve this wizardry.
Keep up the good work on the magic and most of all, on the communication =) |
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steadyhand amarr
shadows of 514
3118
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Posted - 2014.05.22 15:41:00 -
[41] - Quote
CCP MC Peanut wrote:I'm a little depressed that I can't find any Kombucha to drink here in China, so I'll get my detox in by posting another daily Starmap update:
Today I hooked up the scanning effect using an event that CCP BaoZi has setup to fire in kismet. It was super quick to get working and very easy to make adjustments on. The event fires about every frame (not sure exactly, but it is pretty frequent) and outputs 2 values: a vector and an integer. The vector is the location the scan is happening at. The integer (0-1) is how close it is to being done (then it will switch to another random point and so on until scanning completes). I adjusted the material to radiate a wave of distortion and color out from the scan point. The way it works is that the material pays attention to the 3D point--if the distance between the pixel and the point falls within a tolerance it will blend in a different color and blend in a displacement to the vertex. The cool thing is that in the Starmap, almost everything inherits from one base material, so I only need to update one material with kismet, but I can override certain parameters on the child materials so the effect can differ slightly when it runs over a star versus a planet (and so on).
Also I tuned some of the material settings at different view levels to help with readability. Depending on the angle you view the Starmap, the background can be quite busy, so we are playing with adjusting translucency, scale, and brightness based on distance.
What night school course do i need to take to make this kind of thing my job :-P
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Regis Blackbird
DUST University Ivy League
248
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Posted - 2014.05.22 18:24:00 -
[42] - Quote
CCP MC Peanut wrote:I'm a little depressed that I can't find any Kombucha to drink here in China, so I'll get my detox in by posting another daily Starmap update:
Today I hooked up the scanning effect using an event that CCP BaoZi has setup to fire in kismet. It was super quick to get working and very easy to make adjustments on. The event fires about every frame (not sure exactly, but it is pretty frequent) and outputs 2 values: a vector and an integer. The vector is the location the scan is happening at. The integer (0-1) is how close it is to being done (then it will switch to another random point and so on until scanning completes). I adjusted the material to radiate a wave of distortion and color out from the scan point. The way it works is that the material pays attention to the 3D point--if the distance between the pixel and the point falls within a tolerance it will blend in a different color and blend in a displacement to the vertex. The cool thing is that in the Starmap, almost everything inherits from one base material, so I only need to update one material with kismet, but I can override certain parameters on the child materials so the effect can differ slightly when it runs over a star versus a planet (and so on).
Also I tuned some of the material settings at different view levels to help with readability. Depending on the angle you view the Starmap, the background can be quite busy, so we are playing with adjusting translucency, scale, and brightness based on distance.
Video or it didn't happen |
Captain Crutches
Nexus Marines
133
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Posted - 2014.05.22 23:41:00 -
[43] - Quote
CCP MC Peanut wrote:The integer (0-1) is how close it is to being done (then it will switch to another random point and so on until scanning completes). I hate to sound nit-picky, but that sounds like a range in between 0 and 1, so wouldn't that make it not an integer?
Unless it's just one that flips between the two like a boolean...
Legion is absolutely the right move for the future of Dust. How CCP went about revealing it is the biggest problem.
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CCP MC Peanut
C C P C C P Alliance
356
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Posted - 2014.05.23 00:35:00 -
[44] - Quote
Captain Crutches wrote:CCP MC Peanut wrote:The integer (0-1) is how close it is to being done (then it will switch to another random point and so on until scanning completes). I hate to sound nit-picky, but that sounds like a range in between 0 and 1, so wouldn't that make it not an integer? Unless it's just one that flips between the two like a boolean...
Yea you are right--that isn't an int; it is a float. I don't know why I wrote int. I'm just a part time programmer. |
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lateriss
ObscuriLateris
7
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Posted - 2014.05.23 01:26:00 -
[45] - Quote
For me, one of the reasons why the question is asked for travel is because the players want a sense of immersion. Travel can actually create a sense of purpose in a sci fi. But in the Eve Online Universe we travel from clone to clone if you have a [u]jump clone or a ship. In our spectrum it seems it would be better to be able to ship clones per transportation to expand your presence in New Eden. Much like you have to do in Eve Online. Why not have elements of missions to take over battle cruisers. Or to enter into trade agreements with NPC pilots. IN any capacity a system that explains and adds a jump clone in Eve Legion would be beautiful!!!! |
danie braz
Krusual Covert Operators Minmatar Republic
35
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Posted - 2014.05.23 01:28:00 -
[46] - Quote
CCP MC Peanut wrote:I'm a little depressed that I can't find any Kombucha to drink here in China, so I'll get my detox in by posting another daily Starmap update:
Make your own.
Fluoride uranium carbon potassium bismuth technetium helium sulfur germanium thulium Molybdenum neon yttrium
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CCP MC Peanut
C C P C C P Alliance
357
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Posted - 2014.05.23 01:39:00 -
[47] - Quote
steadyhand amarr wrote:CCP MC Peanut wrote:I'm a little depressed that I can't find any Kombucha to drink here in China, so I'll get my detox in by posting another daily Starmap update:
Today I hooked up the scanning effect using an event that CCP BaoZi has setup to fire in kismet. It was super quick to get working and very easy to make adjustments on. The event fires about every frame (not sure exactly, but it is pretty frequent) and outputs 2 values: a vector and an integer. The vector is the location the scan is happening at. The integer (0-1) is how close it is to being done (then it will switch to another random point and so on until scanning completes). I adjusted the material to radiate a wave of distortion and color out from the scan point. The way it works is that the material pays attention to the 3D point--if the distance between the pixel and the point falls within a tolerance it will blend in a different color and blend in a displacement to the vertex. The cool thing is that in the Starmap, almost everything inherits from one base material, so I only need to update one material with kismet, but I can override certain parameters on the child materials so the effect can differ slightly when it runs over a star versus a planet (and so on).
Also I tuned some of the material settings at different view levels to help with readability. Depending on the angle you view the Starmap, the background can be quite busy, so we are playing with adjusting translucency, scale, and brightness based on distance. What night school course do i need to take to make this kind of thing my job :-P
Actually Unreal Engine is very accessible and there is tons of information/tutorials/videos out there. I regularly benefit from this information. Polycount.com and the Unreal Forums feel the best. Also it is cool [that it is so accessible] because you don't run into a Catch-22 with needing experience to get a job but can't get a job without experience. Mutually beneficial for all.
Also, it feels like quite a few people, based on their postings, have done the above, which is super cool |
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CCP BaoZi
C C P C C P Alliance
1
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Posted - 2014.05.23 02:26:00 -
[48] - Quote
Glad to see that the Starmap interests some of you. As CCP MC Peanut said, we are working on a brand new Starmap. Some of the code of the previous 3D Starmap(s) is still there, and I look at it time to time, but I preferred to re-start it from scratch. In Dust 514, the focus was put on the functional aspect, as explained in the Dev Blogs here. And I bet it was quite challenging to make it right with PS3 controllers. So I want to salute again the hard work made by the team that was in charge of that.
For Project Legion, as we are going PC, navigating in 3D with the mouse is way more intuitive and fluid. We also have less technical constraints and can afford way more awesome effects. CCP MC Peanut is experimenting a lot of really cool stuff. ItGÇÖs all very promising. We are actually very early in the development and there is lot of room for improving our current plans.
IGÇÖm reading carefully all of your posts. You already gave me a lot of ideas. As CCP MC Peanut said, we were heading to a battle searching during which we disable the controls. But when steadyhand amarr said: Quote:I just have nice mental pic of be browsing planets while waiting for godin to get the squad together before heading out ... I told myself GÇ£of course we need to let players free to visit EVE Universe while waiting", so exit the disabled controls. Then Lady MDK was saying: Quote:the squad leader can rotate the map and zoom in but everyone sees what he sees ... and I immediately added this idea of sharing views with other players to my ToDo list. So thanks a lot, and keep brainstorming, this inspires and motivates us even more.
Now letGÇÖs try to reply to some of your interrogations (keeping in mind that all of that may change in the future)...
- Yes the idea is to scan the Starmap for available battles
- YouGÇÖll be able to filter the results somehow to find what youGÇÖre looking for (but we are not there yet, so letGÇÖs talk about that a few days/weeks later)
- If you just want to jump into a battle without having to navigate the Starmap, you will also be able to do that
- You wonGÇÖt be able to deploy to the planets that donGÇÖt figure in the results of the scanGǪ first because of technical reasons (we canGÇÖt open an infinity of servers), but it also makes sense from a fictional point of view, because these planets have nothing interesting (no loot, no other players). I understand that you may want to just visit it, but sorry for now, you wonGÇÖt be able to
- Security status and other info will be displayed on the Starmap for sure. We are not sure how yet, and we donGÇÖt know exactly what kind of info we will display (and it will actually be up to you guys ;))
- You will see info about the battles that are relevant to gameplay directly in the Starmap (along with a Deploy button I suppose)
Unfortunately I canGÇÖt reply to the questions that not related to the Starmap (because these are not up to me). But even if now we are working on the Starmap, we hopefully will be given wider areas to jump in later. For example IGÇÖll probably touch all the transitions to and from Battle. So itGÇÖs also very interesting to see what you guys have in mind.
IGÇÖd like to end my first post with a wink to Adam and Steve, who was expressing something really important in this post :
Quote:I feel that being able to view and manipulate the 3-dimensional Star Map did more to connect me to the universe and entice me to play than any other social function of DUST. EVE Universe is amazing, itGÇÖs time for Mercs to really feel part of it. |
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Talos Alomar
Subdreddit Test Alliance Please Ignore
2268
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Posted - 2014.05.23 03:13:00 -
[49] - Quote
Wow, I'm really loving all this info from you guys before the game's even greenlight.
side note, what is your favorite baozi recipe? It seems like it must be important to you. I've always just used this one.
dent308: humans are filthy crazy things that shit in their own homes
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Lady MDK
Kameira Lodge Amarr Empire
94
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Posted - 2014.05.23 06:42:00 -
[50] - Quote
Talos Alomar wrote:Wow, I'm really loving all this info from you guys before the game's even greenlight.
Likes for BaoZi and MC Peanut. The insight and feedback you guys are giving is great and much appreciated. The work going on on these aspects of the game sounds great..
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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steadyhand amarr
shadows of 514
3120
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Posted - 2014.05.23 08:31:00 -
[51] - Quote
Awsome stuff im glad one of my rambles has helpped :-).
This has also given me faith in this team as we can see are feedback being directly used used i hope the designers are also open to this feedback :-) though Z did take the critcal feedback better than i thought he would :-P
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5719
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Posted - 2014.05.23 11:13:00 -
[52] - Quote
CCP MC Peanut wrote:Captain Crutches wrote:CCP MC Peanut wrote:The integer (0-1) is how close it is to being done (then it will switch to another random point and so on until scanning completes). I hate to sound nit-picky, but that sounds like a range in between 0 and 1, so wouldn't that make it not an integer? Unless it's just one that flips between the two like a boolean... Yea you are right--that isn't an int; it is a float. I don't know why I wrote int. I'm just a part time programmer.
Speaking of float. Mind relaying some info to the team and suggest re-working the fitting system to use floats instead of ints? That way our modules don't round up on the CPU/PG costs and allow us to fit more stuff
My post about this back in July, 2013
-and the possible explanation from a programmer friend of mine
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5719
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Posted - 2014.05.23 11:24:00 -
[53] - Quote
CCP BaoZi wrote:
You wonGÇÖt be able to deploy to the planets that donGÇÖt figure in the results of the scanGǪ first because of technical reasons (we canGÇÖt open an infinity of servers), but it also makes sense from a fictional point of view, because these planets have nothing interesting (no loot, no other players). I understand that you may want to just visit it, but sorry for now, you wonGÇÖt be able to
It's entirely unnecessary and should be a last priority but it's one of those things I think could be interesting, especially in a competitive territory-based gameplay like PC. What is the likeliness of allowing a player to go to the planet but having it be semi or entirely client-based by disallowing other players to join in? All the assets are already there on the HDD, the server is just telling it what assets to load up, right? So, you could technically turn it into a host/join system like you have in other games (Warframe, Borderlands) that don't operate on a dedicated server.
One of the big pet peeves of mine was owning territory in PC and not being able to go down there and figure out the layout if any changes were made to the infrastructure, or I just never went down on the map because the district was given to my corporation. I mean, if I can see a 3D model of the place on the warbarge it certainly helps to know my own territory Which is totally a good alternative because it -does- provide meaningful functionality on a tactical level.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
504
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Posted - 2014.05.23 12:11:00 -
[54] - Quote
steadyhand amarr wrote:Awsome stuff im glad one of my rambles has helpped :-).
This has also given me faith in this team as we can see are feedback being directly used used i hope the designers are also open to this feedback :-) though Z did take the critcal feedback better than i thought he would :-P
I don-¦t know if we read the same posting from CCP Z, it felt like besides the feedback, he stuck with a "That-¦s just like, you opinion man" and didn-¦t further elaborate his. =p |
Natu Nobilis
DUST BRASIL S.A Caps and Mercs
504
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Posted - 2014.05.23 12:34:00 -
[55] - Quote
I donpt know if i asj these to you, but here we go.
Ok, there will be "Instances" (Or Anomalies) pre-made by the server, we have to scan for them, and we can do some of our things there.
I can see people Scavenging for stuff (Hope it-¦s for basic tradeable elements that can be assembled later to build equipments like an analogy to a minning operation) , i can see PvE (mission given or scanned), and some PvP battlegrounds for people wanting a quick action (searched or automatched). All that is necessary and good, and i hope we get a lot of PvE elements to keep people entretained while we wait for further expansions
What i can-¦t see exactly it-¦s how, within this system , we would get Sandbox PvP (not pre-made/matchmade matches).
- If i scanned for an anomaly or got a mission from an agent, can people join my instance/anomaly/mission and be hostile towards me? (please yes).
- Will there be some kind of cap limit for the number of friends/foes on these instances/anomalies? (by cap i don-¦t mean a technical one like 2000 people per system like in eve, but the current team numbers in Dust)
I ask those to know if we-¦ll get the chance to be actually "Ambushed" and if the N+1 tactics will be available (not discussing the merit or lack of it). Will we be able to gaher 5 friends and go kick someones castle somewhere?
If the random instances I get the randomly generate instances, but what about a more "permanent" thing like PC. Can the system handle the current PI infrastructures and generate a map for each of them so we can attack/disable/reinforce/annoy their owners? Will there be something that holds our corporation flag taht we have interest in defend?
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steadyhand amarr
shadows of 514
3120
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Posted - 2014.05.23 13:36:00 -
[56] - Quote
CCP MC Peanut wrote:steadyhand amarr wrote:CCP MC Peanut wrote:I'm a little depressed that I can't find any Kombucha to drink here in China, so I'll get my detox in by posting another daily Starmap update:
Today I hooked up the scanning effect using an event that CCP BaoZi has setup to fire in kismet. It was super quick to get working and very easy to make adjustments on. The event fires about every frame (not sure exactly, but it is pretty frequent) and outputs 2 values: a vector and an integer. The vector is the location the scan is happening at. The integer (0-1) is how close it is to being done (then it will switch to another random point and so on until scanning completes). I adjusted the material to radiate a wave of distortion and color out from the scan point. The way it works is that the material pays attention to the 3D point--if the distance between the pixel and the point falls within a tolerance it will blend in a different color and blend in a displacement to the vertex. The cool thing is that in the Starmap, almost everything inherits from one base material, so I only need to update one material with kismet, but I can override certain parameters on the child materials so the effect can differ slightly when it runs over a star versus a planet (and so on).
Also I tuned some of the material settings at different view levels to help with readability. Depending on the angle you view the Starmap, the background can be quite busy, so we are playing with adjusting translucency, scale, and brightness based on distance. What night school course do i need to take to make this kind of thing my job :-P Actually Unreal Engine is very accessible and there is tons of information/tutorials/videos out there. I regularly benefit from this information. Polycount.com and the Unreal Forums feel the best. Also it is cool [that it is so accessible] because you don't run into a Catch-22 with needing experience to get a job but can't get a job without experience. Mutually beneficial for all. Also, it feels like quite a few people, based on their postings, have done the above, which is super cool
Awsome thanks, im in process of building myself a rig with this in mind :-D alas a 4 year old cheep laptop is not quite up to stuff :-P
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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CCP MC Peanut
C C P C C P Alliance
378
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Posted - 2014.05.23 14:45:00 -
[57] - Quote
Talos Alomar wrote:side note, what is your favorite baozi recipe? It seems like it must be important to you. I've always just used this one.
My favorite is the 'yet to be discovered' bacon, egg, and cheese baoZi. Please help locate. |
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Corbina Ninja
1005
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Posted - 2014.05.23 14:58:00 -
[58] - Quote
very nice... ...battlefinder where is the sandbox?
R.I.P. Dust 514 14/05/13 - 02/05/14
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RayRay James
Molon Labe. General Tso's Alliance
157
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Posted - 2014.05.23 15:02:00 -
[59] - Quote
CCP MC Peanut wrote:I'm a little depressed that I can't find any Kombucha to drink here in China, so I'll get my detox in by posting another daily Starmap update:
If only there was a vast, interconnected system that offered knowledge from all corners of the planet. Think about it... a, what could we call it, a Network of computers. Once all those computers could talk to each other, there'd be no stopping the possibilities. Remotely working with colleagues. Music and movies available without physical media. It could even allow for shopping on your computer!
Man, that'd be great. You could be someplace that doesn't have something you want. You could order it from one of these computerized stores and have it sent to you.
The future holds such promising technologies.
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Lady MDK
Kameira Lodge Amarr Empire
94
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Posted - 2014.05.23 15:41:00 -
[60] - Quote
Corbina Ninja wrote:very nice... ...battlefinder where is the sandbox?
It's not just a battlefinder it will scan and allow you a choice of battles to join and other pve/sandbox areas to hang in.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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