RTS Community Project: FayCliff Map


I updated the textures on FayCliff map. There is no landscape painting. In Material Editor i used Lerps with various Masks generated by World Machine.

FayCliff_1 FayCliff_2 FayCliff_3 FayCliff_4

RTS Community Project Update #2


So here is my latest work on RTS Community Project. I added the ability to spawn resources in editor using Blutility.

RTS Community Project Update #1


So here is my latest work on RTS Community Project. I have added the ability to select multiple units (via selection box) and move them all around! :)

[Community Project] Real Time Strategy Game


 

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Hello everyone,

I’ve been working on an RTS Template and thought i will make this a community project instead, so everyone can learn and share and create. If you are a UE4 community member and a UE4 subscriber then lets join to create a AAA quality Strategy game (like Age of Empires, Rise of Legends etc). You can contribute anything (like characters, props, textures, materials, effects etc) and if we all work together we can make an amazing game using Unreal Engine 4.

If you feel like you don’t have absolutely nothing to contribute, please feel free to download this project and see how its done. Once you go through the Blueprints you might get an idea on adding something new ;). And dont forget to spread the word to all your friends. :)

I would like to have this game with a mix of AOE and fantasy with cool magical effects plus gorgeous graphics and exotic maps. But that is my suggestion only. Since this a community project i really want to hear your opinion too!

Some references from Google:

I have made a very basic framework and uploaded to Github. It shows:

  • RTS Camera functions such as zooming and moving around with WASD and rotation with Right Click.
  • Selecting character and moving him around.
  • Selecting a structure from HUD and placing it on world.
  • Grid placement for structure.

So what do you think? If you have any more questions, please do ask it here.

Download Project from Github.

Unreal X-Graph (A program that never saw daylight)


Here are some screenshots of my program called Unreal X-Graph which was a graph editor for creating new classes for UnrealScript. While Beta testing UE4 i was inspired by the idea of Blueprints and thought about creating a graph editor for UnrealScript and contribute it to the community (like Unreal X-Editor) so hopefully that should attract more people to Unreal Technology. Unreal X-Graph works much like Blueprints. That means, you can create and connect nodes together and compiling will generate a *.uc file with the contents of the graph. I started development back on January 2014 but since UE4 was released on March i totally abandoned this project and have no intention of resurrecting this back.

When the program starts you will be prompted to define new name for your class.

When the program starts you will be prompted to define new name for your class.

By default all these nodes are created automatically when you start.

By default all these nodes are created automatically when you start.

And when you press compile, this is how the result looks like.​

And when you press compile, this is how the result looks like.​

Node selection and highlight.

Node selection and highlight.

Creating new function graph and previewing it.

Creating new function graph and previewing it.

Opening function graph and creating new variables.

Opening function graph and creating new variables.

Protect Node Feature. You can right click on any node (except Class and Default Properties) and toggle if it is protected or not. If it is protected then that node cannot be deleted.

Protect Node Feature. You can right click on any node (except Class and Default Properties) and toggle if it is protected or not. If it is protected then that node cannot be deleted.

Different connection renderings:

Bezier (Default)

Bezier (Default)

Line

Line

Curve

Curve

Mini Tutorial on rendering occluded actors using Post-Process


This is a mini screenshot tutorial based on a project i did a few days ago.

First of all create a new material in Content Browser and set the material domain to Post-Process. Then follow below steps:

Line Render. (Re created from Google)

Scanlines (Ignore this if you dont want scanlines

And finally connect the last node to Emissive Color

To make it work, set “Render Custom Depth” flag to enabled and set the Bounds scale to higher (10) otherwise mesh sometimes will not render properly when behind.

Set Custom Depth and increase Bounds Scale

And here is a screenshot of my Material Parameter Collection.

Material Parameter Collection

Rendering occluded actors in UE4


I modified the WatchDogs project and added rendering of occluded actors via Blueprint and Post-Process. This is achieved using “Render Custom Depth” flag.  Here is a video.

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