SamuKata
UnrealCrash
UnrealCrash

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I'm currently rendering lightmap for this FttP version of TGS vehicle, it takes time.
There is nothing serious about these images.

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Not yet, but it is half-done. It will likely be able to import .obj files with at least 1 texture per model. Not promising animations or any sorts of morphing before release though - just position, scale and rotation.

UnrealCrash

Can the editor upload 3D models(like decorate)

ThirdGalaxy

Those are pretty possible in custom maps. I will still take some time to decide whether elements of that will be used in campaign/ranked multiplayer modes. If anything - I want to try and make campaign and ranked multiplayer experience share as many gameplay features and standards as possible.

UnrealCrash

Hi Eric! I was wondering, if and when 2.5/3 is out to the public, do you ever think of the possibility of customizable powers? With a game such as yours, there’s been times as a kid that I’d imagine some of my OC’s doing their respective powers and fighting with the nice Ragdoll physics present, so it got me curious on if you’d ever be interested in such a thing?

Ocean Weep

FttP is Forward to the Past, basically vehicle from that mission where Marine and Noir Lime did ride towards Falkok base while being attacked by drones. TGS is a caption on vehicles in PB universe. Same manufacturer who made vehicle for Correction-9 and Civil Security, basically. Meaning behind TGS wasn't really disclosed in games, maybe one day. -- 1. I make model in 3D Studio Max 2. Make UVs with Unwrap UVW modifier. You can right click to export UVs as image for later reference too. Generally keep seams away from where they can be seen 3. Export to .obj then import in Photoshop (I advice against painting models in Photoshop, but I think I'm just used to this pain. Quixel Mixer can kind of work too I heard, but I miss Photoshop tools even though Photoshop 3D painting is extremely dirty and leaves seams) 4. Make diffuse texture (usually 2-4 times larger than it will be in the game), fix seams by inspecting texture. Sometimes making a layer and drawing red lines in 3D mode helps later find the issues on texture itself. Either "stamp" or "finger" works to fix seams 5. Apply diffuse texture in 3D Studio Max, configure Advanced Lighting, set bounces to 3-5, remove downsampling, add skylight object. 6. Then you can press 0 on keyboard and that opens baking UI 7. Do the baking into lightmap (before doing baking you can pre-render scene to see if everything looks right, nothing is overbright etc) 8. I also often add additive texture that is later mixed in a shader without influence of in-world shading. For that I switch skylight off, add omni lights where I want to simulate glow (naturally calculated one is usually too weak), enable range decay for omni lights, then preview with render and bake the same way 9. In Photoshop I later add blending modes for folders to preview how it will look in the game. Trying everything with smaller resolution can also help at discovering seams, which are worth fixing. Besides these, various corners of geometry can also result into seams after baking lighting, which are also to fix Plazma Burst 3 uses diffuse multiplied by a skylight-generated lightmap as a complete texture. I believe it can be very easy on any GPU, it is basically what some games do with ambient occlusion but I just don't like ambient occlusion since it is monochrome while real light color changes once it bounces off the surface. Alternatively, the real-time ambient occlusion can cause performance issues to some players. In-game, shader is as simple as: color = model_diffuse_texture * ( world_shadowmap + world_glow_shadowmap ) + model_glow_texture world_shadowmap - generated when level starts world_glow_shadowmap - generated by nearby dynamic lights

UnrealCrash

Corvette model is 160 KB + 81 KB of diffuse texture + 79 KB of glow texture. Walker model is 343 KB + 1147 KB of diffuse texture + 81 KB of glow texture + 108 KB of flipped caption overlay that is dynamically added to diffuse texture of symmetry-added part of model. Models themselves don't weight too much I guess, there is just can be many of them eventually. Game files can be progressively downloaded though, in case if someone might not need to play campaign levels and would stick to multiplayer/custom maps only. Currently game is about 43 MB. There are no songs added yet but it includes new sound files, textures, character vector graphics and game logic with Skin/Level Editors pretty much.

UnrealCrash

I wonder what is file size of game with all of 3D assets?

xScripty

fttp stands for forward to the past, the first installment of the plazma burst series. idk what the other one means but its not that important, its just the car model from that game

P0150N

What do those acronyms mean? And what's your lightmap process?

zooi

It does look like I have to make weapons as part of models themselves, so guns will likely look the same until .obj file import for decorations is implemented. Behavior-wise they can be any weapon. Regular weapons do not have 3D model.

UnrealCrash

will there be custom weapons for these cars at one point? or more weapons for vehicles in general

(Basilix)


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