Dylan
@dylanmeville
Code/Art Wizard @ Everglow Interactive | I made Party Panic | Now I make waterfalls
Added a magical steering wheel for the boats on stream today. Player used to just stand there unresponsive while driving, so this little bit of polish really levels up the feel!
Niagara system to trace downwards and position the particles. It took me way too long to figure out I had to add the collision thingy in the map get lawl I always struggle with niagara so hard
OooOoOoo misty ground particles spawning on only the water/shoreline/island meshes. Gotta figure out how to make the billboarding not look so dang gross but works good!
Unreal Niagara/VFX Question. Thinking about adding a "ground mist" effect like particle spawns close to the ground and flowing along (for rainy/stormy/misty weather). If the ground is just meshes (not landscape) how could I do this?
Anyone know of workarounds on how to make SetActorRotation on an obj sweep properly? My boat is moved via SetActorLocation/Rotation. SetLocation has a sweep option, so if I move forward (without rotating) I collide properly. But if I don't move and only rotate, I clip through!
System is easy to set up with as many different materials for flooring/wallpaper as I want (even animated ones!) and they're all colour-customizable just like all other furnitures!
Working on cleaning up the wallpaper/flooring items. Got proper previews in the house now!
Making some huge placeable building parts, I realized I can't take them to the customization shop to change their colours like normal furnitures, so I added paint that you can drop on any item!
Added a 3d item preview in your inventory, so you can see the item (and the customizations on it) before you place it. Will also use this as a details panel for item info!
Is there a way to show this Transform widget gizmo in the asset editor window (left)? Only seems to show up in the editor viewport (right). Would be nice to be able to edit it without having to drag the asset into the scene and then copy the transform over...
You can now cycle through nearby items! Previously you were only able to interact with whatever was closest! Really happy with how the head (and eye) lookat works with this :)
Unreal Engine DrawDebugBox ScreenSpace. Nodes in post below Turns out I was just overcomplicating things, scaling up the extents based on distance simply works. Rotate the box so it faces the camera, and tadaaa
Been working on a new area: The Dockyard! This is where you can buy/customize your boat! Need to make the froggy NPC who will run the shop here
I think I'm being dense, sorry! I'm trying to get something like this quick MS paint mockup, so I can locate specific objects (NPCS in this case) easily. All the debug draw functions happen in 3d so drawing a box on their bounds would vanish in the distance, even if drawn on the foreground...
Been working on new furniture pieces slowly for the last month! Elegant Leafy set and Mossy Mushrooms set! What does everyone think? Any that stand out as super cool (or super lame?)
Struggling with PSOPrecaching today. Following the info here (tomlooman.com/unreal-engin...) my understanding was you just enable r.PSOPrecaching=1 and on first load things would be cached, then subsequent loads would use that. But this is not happening? Is there something more to do?
How would you model the green mossy bits? Struggling really hard today translating this to 3d. Just sculpt it and deal with the fact that it needs a ton of tris?
Working on a new furniture and ended up going down a rabbit hole for a week on making thin foliage look extra glowy when looking towards the sun. This is why progress on this game is taking forever 😂