Tuesday 3 April 2012

UDK Extravaganza

Been a while since the last update and a lot has changed since then. I've moved back home for the next 3 weeks over Easter, which is nice because I get to see all my family and friends and it hasn't had an impact on my work so far...instead the opposite has happened, I've been getting more work done.

For a start I have modelled and textured 2 new assets over the last 2 days, well I kinda made 2... It more one that I have cut up to make 2 to save on asset creation time. They are a campfire and a weapon pickup point, they are simple but the plan was always to keep most of the props quick and simple so I can get more assets in. They both have diffuse maps but not specular or normal maps yet, I would leave them without normal maps to save on memory but they are using the same texture file as the walls and that already has a normal map, turns out using 1 map for many objects is actually quite rewarding.

Here is the campfire with fire particle effects (stolen from UDK)


And then the weapon pickup point is simply the campfire without the wood burning.


I need to look at the script a bit more but I should be able to set it so the weapons hover above the custom pickup point as they do in UDK. While on the subject I've managed to get the weapons into the engine so you can pick them up, took a while but it turns out you need a separate package for the weapons rather than a separate group like I was using.

Here's a screenshot of the crossbow hovering over the pickup point, they still need lots of work but it's a great first step.



I have added the barrels from the minor project assignment as they fit the theme of it quite well and its a free asset to add to the project without wasting much time, and every extra prop I add will increase the effectiveness of the overall feel of it.


These barrels also have physics materials attached to them and can be knocked over and fired around, the collision mesh has also been made in a way that means it will hit the tap and stop rolling in a realistic way without having an over the top collision mesh which is great.

Also I have remade the terrain as it was much larger than I needed it to be and it was having a negative impact on the performance. It also plays better now as it doesn't take so long to walk from one end to the other. The 3rd bonus to the smaller environment is that I have less space to fill with objects which also helps the performance as there's less meshes everywhere.



Finally I have the shadows working on the landscape better, turns out there is a setting for the quality of shadows in the landscapes properties that I changed from 1 to 10 and now it has pretty pretty shadows everywhere.



Also I have been improving the ogre texture and that is almost complete now as well as beginning a model for a banner that will be in front of the Mongol camp and in front of the Ogre cave...once that has been made.

So there's plenty more to do but I it has gone very well over the past week and if this keeps up I should have everything I need working with some extras if I am lucky :)

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