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ZOPU: Now with Ultra Instinct! Sorta...
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Shenku RiO Incarnate |
Sunday, July 16, 2017Working on surface based aura particles. Still not perfect, but conforms to the character's animations at least. Still working on the transparency issues with the aura particles though... |
Shenku RiO Incarnate |
Sunday, July 23, 2017Still working on the auras, and I think I'm starting to get somewhere with the transparency problem, but it still has some issues against bright background objects, or brighter portions of the sky. Still, it's a lot better than it was...
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Eagle The Purpose |
Sunday, July 23, 2017How does it work? Are you heavily spawning quads on the shape? Using a particle system?
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emirh08 |
Sunday, July 23, 2017I'm rubbing my nips to that new aura as we speak |
Shenku RiO Incarnate |
Sunday, July 23, 2017Eagle wrote : How does it work? Are you heavily spawning quads on the shape? Using a particle system?
To be honest, I don't really understand the post-process material well enough to explain how it works too well, but it's a modified version of a couple different tutorials smooshed together to produce the effect with instance parameters so I can tweak it without needing to recompile the whole material for small changes, such as adjusting outline tolerances. If you look around you should be able to find a few of the ones I used (Can't remember which ones at this point) on the UE4 forums, or on Answer Hub.
emirh08 wrote : I'm rubbing my nips to that new aura as we speak
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Shenku RiO Incarnate |
Sunday, July 23, 2017Also, kept the older "sphere" based aura for moving around at higher speeds since this new method doesn't allow the particle movement direction to be rotated, so now I have it set to switch between the new aura spawning method, and the old one as needed in order to help the visuals along a bit... Video of it later today maybe, once I get the speed variable for the switch setup properly... |
Shenku RiO Incarnate |
Sunday, July 23, 2017Video up...
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Eagle The Purpose |
Sunday, July 23, 2017Looks fairly impressive, but the performance cost must be astronomical for it looking that opaque. I'm justly going through Alex's aura concept right now, and with some tweaks, it could reveal itself a very good compromise between accuracy and performances. Probably fits better hardware-side than a particle system; I guess those are more CPU-based?
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Shenku RiO Incarnate |
Sunday, July 23, 2017Eagle wrote : Looks fairly impressive, but the performance cost must be astronomical for it looking that opaque. I'm justly going through Alex's aura concept right now, and with some tweaks, it could reveal itself a very good compromise between accuracy and performances. Probably fits better hardware-side than a particle system; I guess those are more CPU-based?
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Eagle The Purpose |
Sunday, July 23, 2017Performance cost is about the same as before actually, and they can be set to be GPU particles instead of CPU, but regardless I get what you're saying. I've considered Alex's concept many times, but I'm still not sure if I could execute it very well without a lot of work I still don't know how to do in terms of programing it. Yeah, I have mentioned it on Discord, with hopes it leads to a technical discussion and how to make it more than just a concept, with no distinction of the environment.
Hey, if your potato PC can run it without exploding, I say that's a win right there. Razz I've got another one operational though. Even crappier than my old Asus X75A1! HP625: AMD V120 (x86_64 refresh) single core processor @2.3GHz, a dedicated GPU, ATI Radeon HD4200 series, and I think 3GB of DDR3 666MHz. It's a more recent version of the one I had about a decade back.
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Shenku RiO Incarnate |
Sunday, July 23, 2017[quote="Eagle"] I've got another one operational though. Even crappier than my old Asus X75A1! HP625: AMD V120 (x86_64 refresh) single core processor @2.3GHz, a dedicated GPU, ATI Radeon HD4200 series, and I think 3GB of DDR3 666MHz. It's a more recent version of the one I had about a decade back.
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Eagle The Purpose |
Monday, July 24, 2017Heh, yeah, I can imagine. It's already going full speed upon doing anything. Much like a Raspi, but shittier. |
Shenku RiO Incarnate |
Saturday, July 29, 2017Still messing with the aura. Switched it from Additive to Translucent, and that's helping with the transparency, but I'm finding I need to add some additional particle emitters to the system to vary the colors, and re-add in the brighter "core" color... Not fully implemented yet, so no video... |
Eagle The Purpose |
Sunday, July 30, 2017
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Shenku RiO Incarnate |
Sunday, July 30, 2017Video update:
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Eagle The Purpose |
Monday, July 31, 2017You might want to change the rendering priority to avoid hiding your character behind the aura. |
Shenku RiO Incarnate |
Monday, August 07, 2017Eagle wrote : You might want to change the rendering priority to avoid hiding your character behind the aura.
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Shenku RiO Incarnate |
Monday, August 07, 2017Small Hotfix update to fix a few small issues that I missed before compiling the 0.0.6 version.
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Munki |
Tuesday, August 08, 2017
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BruceLeeFan88 |
Saturday, August 19, 2017This looks like it has quite some potential. I'm just curious, is there a possibility with UE4, for this to have fully destructible maps in the future? Keep up the great work! |
Eagle The Purpose |
Sunday, August 20, 2017I'm just curious, is there a possibility with UE4, for this to have fully destructible maps in the future? Pretty much all modern 3D engines can do this, since it often requires just swapping models or using fancy shader programs to modify the mesh structure. Heck, even idTech 3 can do the prior method. It is more dependent on whether the developer wants or is capable to make such systems; this, I can't answer for Shenku. |
Shenku RiO Incarnate |
Sunday, August 20, 2017BruceLeeFan88 wrote : I'm just curious, is there a possibility with UE4, for this to have fully destructible maps in the future?
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Shenku RiO Incarnate |
Thursday, August 31, 2017https://youtu.be/DjACKC1lcRg
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Shenku RiO Incarnate |
Saturday, September 02, 2017Adding in some "crater" decals (From ZEQ2-Lite's Landing Map)as step 1 of many to adding some limited destructibility to the world. Decals currently last different lengths of time based on how big the explosion from the attack was. In this case, these are lasting maybe a bit too long, since I was flying around for a good 15 minutes and they were still there.
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Shenku RiO Incarnate |
Saturday, September 02, 2017Some more decal updates, as well as a check to change the sky and use an alternate decal if the explosion was large enough, for a more "cataclysmic" appearance. Namek looks especially cool, at least in my opinion. Not accurate, but still cool. |