Friday, 28 August 2020
Factory Environment
Sunday, 16 August 2020
DM Titan Fortress
I've been working for a while on a large new deathmatch map, tentatively named Titan Fortress.
To keep the filesize down I decided to mostly use assets from CTF-TitanPass. I started with 2 meshes (mirrors of each other) that make up the ground in TitanPass mid and added castle wall / tower assets from the UE4 Vehicle Game demo.
After trying a bunch of different things and finding the filesize kept getting too big very quickly I eventually decided to use several more ground meshes as well as the "skybox" / background setup from TitanPass too. That reduced the filesize significantly but makes the map more similar to TitanPass than I wanted, hence the name. If you're very familiar with TitanPass you'll definitely get deja-vu on this map.
Then I made a landscape material and a few custom ground meshes. I also added some odds and ends from other sources. Barrels, gargoyles, banners, metal spikes/spires and so on.
Here are some screenshots showing progress made so far.
The lower middle parts of the map probably won't change too much from what's in the screenies above but I'm still working on blocking out the layout and meshing behind the highest walls on both sides of the map.
Let me know what you think!
Monday, 4 November 2019
Stupid Crow
I spent hours last night troubleshooting a very simple blueprint.
That's it, only 4 nodes, nothing at all complicated. But I couldn't figure out why it wouldn't play the sound when I shot it (Event PointDamage) yet worked fine when I bumped into it (OnComponentHit). It made no sense at all.
Then around 4:30 A.M. I finally fixed it...
It turns out the sound was playing the whole time after all. The problem was the sound of the gun I shot it with drowned out the crow caw sound. All I had to do to make it work as intended was add a short .3 second delay between receiving the hit event and playing the sound.
I'd better wait until tomorrow before trying to add a trigger event to make the crow caw whenever a player comes within a certain (configurable) distance of it.
Monday, 21 October 2019
freepbr.com
The best thing about this site is all of the textures are completely free with no watermarks, resolution limits, daily download limits or any other limitations. You can download textures freely as individual zips, with all the textures for a single material in a zip, or you can pay $5.00 for access to 6 large zips (roughly 500-800MB each) containing all the textures for all the materials.
Most texture resolutions are 2048x2048 and/or 4096x4096 but some are odd sizes (2685x2685 for example) that are not powers of 2 and thus can't have mip maps.
Quality is very much a mixed bag, some are pretty good, others really aren't very good at all. Hand adjustment through liberal use of lerp, power and multiply nodes in your materials can make many of the not so good ones look ok too.
Tuesday, 15 October 2019
textures.com
Sunday, 6 January 2019
Shroud comments on UT4
I'd never heard of him before, until the other day when he decided to stream UT4 from my Unreal Carnage Chicago hub. Within minutes there were 6 instances (in spite of my having set maxinstances=4) and about 50 players. The load crashed my poor little 3 core hub.
Anyhow here's a clip of what he had to say about UT4.
https://clips.twitch.tv/FragileSillyUdonFreakinStinkin
Flak and RZE of the UT Team noticed. Right after that they were more active, Flak playing the game and RZE talking about possible mods in Discord, than anyone from Epic has been in over a year.
And another Shroud clip
https://clips.twitch.tv/AmazingHumbleFennelMrDestructoid
In case anyone from Epic reads this, if you ever come back to working on UT4, please fix it so maxinstances=# actually works!
Thursday, 29 June 2017
Permission Granted
I'd already been working on both maps for some time but was unable to find contact info for him until recently.
Thanks again Eric!
DM-Nitro


It mostly uses stock assets with a few custom materials and meshes.
DM-Bishop
Bishop is a larger map that plays well in FFA DM and should be ok for TDM but is too large for Duel.I've moved the 100 armor to the other side of the map and put a 50 armor where the 100 used to be. That should make it play better in TDM though it could use more testing and feedback in TDM.
I've gone for more of an atmospheric, moody and colorful look in Bishop but it still performs very well too. It uses a number of custom assets from several different UE4 demos and asset packages as well as a few assets I made myself.













