dendwaler wrote:Thats why i want to learn how to set up a multiplayer game and integrate MP blueprints as soon as possible.
I gues MP for only 10 to 15 players is enough.
I recall this was something AndyLegate wanted to do a while back: make a base game with just a Nexus and access to Fan-Ages. Authors could then add their own Ages without too much efforts, and you could play it with other people on a dedicated server. He left the community before doing it, but I still think that's a great idea - and it avoids copyrighting issues with Cyan, which is even better.
Karkadann wrote:perhaps you can have a pc set up, add the head set and gloves, have the transmitter thingy on one end of a large open space and move role around in it..................................hmm
it almost sound like an early version of the Startrek hollow deck
In any case its a bit pricey for me at the moment and im sure its still got a few bug
Yeah, that's what the Vive is like (and Oculus soon, once they release their own controllers). It does make it rather difficult to play seated, though, since you have less mobility. But it's still possible to lean forward in your chair with it, etc.
And yeah, the technology is still rough around the edges - like I said, it's surprisingly good for a first attempt, but there are still issues like the image being blurry on the sides, the pixelization (although it's not really noticeable) and the software being prone to mess up between headset display and your own screen.
Meanwhile, I'm starting to learn UE4. Damn, that thing feels
messy, when compared to Unity.
I don't think Unity is the right engine for state-of-the-art video games, but I have to admit it's stunning for one thing: simplicity. The engine is a black box with only the bare minimum of buttons on the outside: it's reliable, and will always tick the same way. Funnily enough, it also feels like an upgraded version of Plasma, since it uses an object→modifiers approach. Very reminiscent of the way PRPs work, yet intuitive.
Buuut, it does have shortcomings - just like Unreal does anyway, although these shortcomings are completely different.
Anyway, I'm still struggling with VR on Unreal. For some reason, Unreal simply won't render to my VR headset, even though it was a one-click process in Unity. Gah.
Also, I find the way Unreal handles FBX to be irritating. For Unreal, an FBX file is a single mesh, meaning you can't just stuff the full Age into a single FBX file like you do in Unity. And working with colliders seem harder. But I guess I'll find workarounds eventually.
dendwaler wrote:just for fun, the import of Kveer in Unreal went well.
The difficult part starts now, texturing. Its all multilayered and Unreal only handles 1 layer .
So lots have to be converted to normal, and heightmaps., to get something that looks about the same.
Can't you do something similar to multitexturing with the material editor ? Although I agree that might be a bit tricky.
Personally I think I'll try to copy the multilayering system from Plasma into Unreal, one way or another. This way I'm sure I will have something that looks 99% like the original game before I even attempt to improve anything.
This does mean I go through a painstaking process of reviewing the meshes in Blender first, though. Correcting normals and smoothing, uvs, making sure I know how the original multitexturing worked in the game by finding its Blender equivalent, etc. But at least this way I make sure I'm satisfied by the result