I can only really speak to my own part from MS:Unity, but I am carrying all of that knowledge and progress forward into Unreal Engine 4! Nothing was lost, and things are better and bigger than ever before. 🙂
(Chalkdown/Lockdown on Discord)
There's a lot of love for you around here, Thothie. I don't know you well on a personal level, but please stay in touch in a way that is sustainable and healthy for your own boundaries. I respect you, and would always be happy to see an update or hear a check-in. About anything.
Your help on my...
Should we bump a Thothie appreciation thead?
People have their bitches and gripes about patch changes and some game design elements, sure. But the bottom line is you hosted content, worked countless hours behind the scenes, and laid a foundation for the most unique+well-presented mod in the...
It looks great!
If you're worried about clipnodes, turn your outdoor areas into "hallways" with playerclip brushes. If it's inaccessible, cover it with a playerclip brush! This lets the engine know not to compile clipnodes in the unreachable spot. Also, turning stairs and weird-angled things...
I would say use existing software to get placeholders and templates into your game. Don't shell out too much money because I feel like players can spot stock/asset flips from a mile away.
Essentially I'm saying use the asset flips to get to your proof of concept, and from there you might...
So unreliable though - depending on a sandstorm.
With a system like that, shouldn't you enable a quest to trigger a sandstorm?
To illustrate: Say the optional scorpion boss triggers sandstorm weather during his late HP phase - there are your optional boss conditions. You could also base it off...
I've been lurking through this shit-slinging contest - want to rework idemarks_tower for instance? I would actually be interested in expanding or re-thinking ths map, seeing as a point in these arguments is to expand the mid-level maps. IIRC, the map has room to expand to the left looking at the...
'Nother bump. I figured out lotsa stuff; lighting, splatmaps, and a little bit of how the engine tries to batch meshes. Also expanded the town and undergrounds.
The only asset not original to the project is that temporary grass sprite! Static models are most needed.
Probuilder has many powerful features, and though I edit in 3D you can change how the Unity editor displays your work (multiple 2D views, mixed 3D isometric, etc) It really is a great tool, I would recommend checking out a youtube video or two to see some general features.
Just to be clear...
Just bumpin shamelessly:
The wall is all explorable and I'm going for lots of pathways through the environment. I want to add a basement to the tavern, and of course develop a sewer/tunnel system to explore and connect our subterranean levels. River through the town, so a water wheel is next up...
Thank you, but I really can't say I can commit to something like that. I can say get me running around these levels though! Hahah :cool:
*Don't misunderstand me, I'm friendly and want to collaborate though.
I can keep trying!
The first is a blacksmith or shopkeeper's business and home.
The second is meant to be mounted in a more urban area, looking sleek with those free textures, and with a lot of props it would be a tavern with some rooms upstairs.
You were right about Probuilder, IMO it's easier to use and more productive. Sabre might be better at applying materials, still deciding on that one. Either way here's a cottage! Going to keep playing with these tools :D
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