Jun 012017
 

Hello fellow devs!

Here comes a short post about a video I recently released on how you can setup Volumetric Lighting inside of Unreal Engine 4.16+

First up, the video itself, it in short walks you through the settings you’ll need to change to make Volumetric Lighting possible.

I’ve also thrown in a few things that I found to be fun and interesting, mainly how you can easily setup your materials to create art direct-able areas of fog using particle systems.

 

Here you can download the mask texture found inside of the video, just right click and “Save link as…” Download Volumetric Mask Textures


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Feb 242017
 

Some weeks ago we got together with Red Line Games and felt inspired to learn more about game development for Virtual Reality but this time we wanted to work with the Unreal Engine. Guess what we did? That’s right, we sat down for a weekend jam.

After a short brainstorming session we decided upon the idea of the player standing on a few rooftops while fighting of hoards of enemies trying to knock down your buildings, one level at a time. For your aid you can not only jump freely on the rooftops to gry and get to the best vantage point but you also have an array of weapons like a crossbow, different types of boms and can pretty much throw any lose objects as weapons like throwing knives and boulders.

Now this video only exists on Facebook because of reasons but it creates the perfect opportunity to come  visit us or Red Line Games there, so enjoy.


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Apr 042016
 

While some people have had an entire week of, grrr, other have not, but others aren’t angry about that! Because that means that some have gotten a lot done this week, at least that’s what others are hoping for!

IndieDB : You haven’t forgotten to follow us, have you?!


J Some have been looking into particles and Houdini Engine this week, it’s been quite a busy week for me and I’ve gotten way less than I wanted to done.

Hippo carrying sash

Hippo carrying sash

Got started on some gear for the hippo, a cute African Kayayo sash for head carrying practices, after that I got caught up in trying to create a wicker basket in Houdini Engine, mainly since I want to use it later to create nice dungeon tiles for Eco’s adventuring part without having to fit pieces together constantly, it will look great!

Clay pot!

Clay pot!

I skipped out on doing that in Houdini and instead maybe a wheel for a chariot, then I turned it into a modern wheel and saved, so… Here’s a picture of my mistake.

EcoApril2nd

Lastly I watched a nice talk on VFX by Blizzard’s Lead Technical Artist Julian Love, I decided I just had to implement in Unity, here are the three textures used to make the effect possible.

Starting from the right is the main fire sprite, the alpha doubles as a mask for Additive and Alpha Blend as well as just plain old Alpha. Next up is a noise texture which makes the entire effect come to life and gives a flowing/flaming look without the use of a sprite sheet. Lastly, an optional life giver to add some colour variations to the fire.

fire textures clouds rendered

Textures used for the effect.

Here is the final test effect! This is nothing but a few particles which grow over time, while slowly moving upward, the entire effect is  being driven by the shader, extremely cheap, even for mobile!

Testing out Blizzard's Main VFX Shader from Diablo III

Testing out Blizzard’s Main VFX Shader from Diablo III


K I love being a teacher, especially one that have the luxury to teach my passion of game development, another reason is of course that I sometimes get the same time of from work as the students do meaning I can put all my focus on Eco Tales.

This week being one of those weeks I got the full seven days off to work but also some other interesting but game dev related things that I will tell you about.

Starting the week with full Eco time I have worked on making my previous work as crisp as possible and ready for testing before we can show you that progress, now considering we are still early in the process you might not be impressed but we can’t go from point A to C before visiting B for the quality reasons, we want to make this proper and not half-arsed and sloppy.

What we have so far code wise is a working camera system and player movement in the dungeon mode, and yes the game has two modes, adventuring and merchant mode. We have a inventory system and a weapon you can pick up and equip, a Bastard Sword to be exact and you can swing that around against a training dummy.

Bastard Sword

 

 

 

Hopefully we will be able to show you a short sequence of this in a near future.

I have also been working on our upcoming website for Eco Tales and that my good people is a show of dedication from my part, I absolutely loathe web design, web development, web anything, it is not for me but I do it anyway because it needs to be done, for the project and for you and when we are ready to announce it you can lay your eyes on it but for now it remains hidden from snoopy eyes.

I don’t know if you know this but besides working on Eco Tales I’m also a teacher over at LBS Kreativa Gymnasiet [SV] in Stockholm where I teach programming and game development for young ones in their late teens and this weekend was the time for the Swedish Game Awards Conference and one of your groups Red Line Games got the opportunity to exhibit their project Turf Wars made with the Unreal Engine.

4 player couch game

Turf Wars – Red Line Games

I could only be there for a little while on Friday, the first day because I had a moving in party the following day.

The event was great, good speakers and most importantly awesome games.

So it has been a busy week indeed and the final bit related to my work as a teacher was when some of my awesome students asked me before their week of if we could sit in school and make games, and me and my soft old game developer heart smiled at the thought and here I am happily working on Eco Tales while my great students are working on their projects, this is why I love being a teacher, that level of passion is something I want to be apart of.

LBS Stockolm students

LBS Stockholm students

Now after such a hectic week ending with a moving in party on my part, a few months too late I can finally rest my head on my pillow and look forward towards a new week tomorrow.

Cherio!

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Sep 282015
 

Hello UE4 devs!

Last week I bought you this post, Lightmapping 101, however, I neglected to add a section on auto-generation.

Would you like to know how to never worry about lightmaping for the rest of your life?

If you’re working in Unreal Engine 4, you can start by watching this, the shortest video ever.

Disclaimer! While this is a must for prototyping, a sharp project may need custom authored lightmaps, check out last week’s post for a quick intro into the world of lightmaping in 3Ds Max, Maya and Blender!

Loads of Love
//Jona

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Sep 202015
 

Hello fellow artist!

About a year ago I created a tutorial in which I showed people new to Unreal Engine 4, how to get around a pesky lightmapping error while saving time and doing as little as possible.

Now EPIC has a much nicer pipeline for lightmaps so I’m creating a new video which shows the how to create lightmaps swiftly inside of 3D Studio Max, Maya as well as Blender.

There’s some more reading below the video, but check it out first, I hope it’ll be helpful to beginner/intermediate users of the applications.

First of, the parts which are not filmed in Unreal can be applied to other engines as well, Unity for example uses the very same setup.

Keeping the post short and sweet, there is a huge amount of materials on creating amazing lightmaps, for small projects where every kb of texture memory doesn’t have to be account for and areas which are small enough to allow for high resolution lightmaps, semi-auto-generation is enough even in a AAA-setting, and an artist in a small indie team just doesn’t have the time to author pixel perfect lightmaps.

I hope you’ll enjoy the video and if you don’t agree with me, leave a comment on our Facebook page!

Peace, Love and Understanding
//Jona

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Aug 172015
 

Hello fellow Unreal developers!

Are you, as I was, tired of the Unreal Launcher taking up extra RAM needed for light baking and other amazing things? Do I have a video for you, in less than a minute you’ll be free of the launcher (for good?)!

Without further ado, here’s the video, as always, please do like and subscribe, that way I know if you want more or if you’re sick of my voice.

Happy Deving everyone!

//Jona

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Jun 012015
 

Well howdy fellow devver!

We’re getting rather well acquainted by now, aren’t we? So many topics to cover in this wonderful engine, I’m just getting started, I hope the same goes for you!

In the first part of the video we look at changing the speed of our animation using material functions.

In the second part we return to 3D Studio Max for frame reductions which will lower the texture sizes and thus free up memory.

Official stats from Epic : In this video we go from a low 252 KB to an insane 13 KB
Vertex Offset Texture: 8 bytes per vertex per frame (each pixel)
Normal Texture: 4 bytes per vertex per frame (each pixel)

 

Keep an eye out for annotations, these allow you to skip things you already know if you’ve watched my other videos!

If you enjoy the videos, please leave a comment on our Facebook page, press that like button! Or maybe even subscribe! There is more to come, I mentioned that right?

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