Instead of using my central "Paint Stamper" system, the Zone system painted the zone. But, that means the Paint Stamper is unaware of the changes so I currently have a questionable workaround that fires every frame.
Instead of using my central "Paint Stamper" system, the Zone system painted the zone. But, that means the Paint Stamper is unaware of the changes so I currently have a questionable workaround that fires every frame.
I can define any n-sided polygon and voila, we can detect paint in that area. Sampling resolution is kept low about 1px/m. Don't need to be too accurate.
Next, I'll introduce a fill operation, so when it hits 75%, it completely fills the zone with the winning team's color.
I can define any n-sided polygon and voila, we can detect paint in that area. Sampling resolution is kept low about 1px/m. Don't need to be too accurate.
Next, I'll introduce a fill operation, so when it hits 75%, it completely fills the zone with the winning team's color.
Tbh, I don't expect my detection zones to have any winding but I suppose it's a nice feature to have.
Tbh, I don't expect my detection zones to have any winding but I suppose it's a nice feature to have.
Spent the weekend researching the math for creating an irregular n-sided polygon to replace the previous primitive cube method.
Doesn't work with all shapes right now (such as a star) but I'll continue debugging it tomorrow.
Spent the weekend researching the math for creating an irregular n-sided polygon to replace the previous primitive cube method.
Doesn't work with all shapes right now (such as a star) but I'll continue debugging it tomorrow.
A couple years ago, I added this to my playlist just because I was caught by surprise by the clipped audio. Finally found the MV and it's exactly as goofy as I expected.
youtu.be/7y-5FICNiLI?...
A couple years ago, I added this to my playlist just because I was caught by surprise by the clipped audio. Finally found the MV and it's exactly as goofy as I expected.
youtu.be/7y-5FICNiLI?...
Modular contains a singular visible mesh with a single corresponding collision mesh.
Proxy allows multiple visible meshes correspond to a single collision mesh, useful for large collision meshes where multiple static meshes may be associated with it.
Modular contains a singular visible mesh with a single corresponding collision mesh.
Proxy allows multiple visible meshes correspond to a single collision mesh, useful for large collision meshes where multiple static meshes may be associated with it.
If a static mesh is added to the "Visible Mesh" variable, it will automatically create a component to show the added mesh. Perfect for modular paintable actors similar to Splatoon 3's single player campaign.
Will work on detached visible meshes next...
If a static mesh is added to the "Visible Mesh" variable, it will automatically create a component to show the added mesh. Perfect for modular paintable actors similar to Splatoon 3's single player campaign.
Will work on detached visible meshes next...
The paint system generally works but I've decided to create a test map that forces me to flesh out various features.
Currently, I'm working on a system where a single paintable collision mesh to distribute painting params to corresponding visible meshes.
The paint system generally works but I've decided to create a test map that forces me to flesh out various features.
Currently, I'm working on a system where a single paintable collision mesh to distribute painting params to corresponding visible meshes.
Dual Sword Combo: XXXXY
Blood Raven Combo: XXY
Input Sequence
XXXX (Dual Sword) -> Dodge Offset -> Y (Blood Raven)
Just keeping using Dodge Offset to infinitely loop Blood Raven XXY.
#NinjaGaiden4
Dual Sword Combo: XXXXY
Blood Raven Combo: XXY
Input Sequence
XXXX (Dual Sword) -> Dodge Offset -> Y (Blood Raven)
Just keeping using Dodge Offset to infinitely loop Blood Raven XXY.
#NinjaGaiden4
Not usually the biggest PC guy but hey, it looks pretty nice on my ultrawide. Could use a new graphics card though because it's struggling a bit (plus I hate fiddling with settings).
Not usually the biggest PC guy but hey, it looks pretty nice on my ultrawide. Could use a new graphics card though because it's struggling a bit (plus I hate fiddling with settings).
Porting over my material graph code into Niagara, piece by piece.
Not too much time tonight. Focused only on code that determines which parts of the paint map are considered floors vs. walls. These outputs will be used later in the script for compositing purposes.
Porting over my material graph code into Niagara, piece by piece.
Not too much time tonight. Focused only on code that determines which parts of the paint map are considered floors vs. walls. These outputs will be used later in the script for compositing purposes.
When a paint splatter hits a wall, the hit angle is from 0 to 360 degrees, which can be normalized to a value from -1 to 1 (think unit circle).
1/🧵
When a paint splatter hits a wall, the hit angle is from 0 to 360 degrees, which can be normalized to a value from -1 to 1 (think unit circle).
1/🧵
Before, I was doing two texture samples to mask a paint splatter but this doubles the compute time. It'd be nice if I could just use a single texture, so I'm trying to cram the normal map info into the unused alpha channel of my World Position texture.
Before, I was doing two texture samples to mask a paint splatter but this doubles the compute time. It'd be nice if I could just use a single texture, so I'm trying to cram the normal map info into the unused alpha channel of my World Position texture.
🇺🇸 Culture shock upon returning to the US: holy shit why are children walking around drinking 20oz bottles of soda with 65g of sugar per serving
🇺🇸 Culture shock upon returning to the US: holy shit why are children walking around drinking 20oz bottles of soda with 65g of sugar per serving
Much more enjoyable than Razor's Edge. I was absolutely miserable throughout RE so this was nice to play.
That said, one of the benefits of RE being difficult on Normal was that it made NG2B an absolute cakewalk.
Much more enjoyable than Razor's Edge. I was absolutely miserable throughout RE so this was nice to play.
That said, one of the benefits of RE being difficult on Normal was that it made NG2B an absolute cakewalk.
It was like a weird gatling gun thing but she could also ride it backwards like a broom while it shot out a bunch bullets.
It was like a weird gatling gun thing but she could also ride it backwards like a broom while it shot out a bunch bullets.
Images contain ALT text that just have a few observations... no concrete conclusions just yet.
Images contain ALT text that just have a few observations... no concrete conclusions just yet.
Doesn't make too much sense why the first image's area is suddenly connected to some sewers but it's still really neat how they remixed an existing level.
Doesn't make too much sense why the first image's area is suddenly connected to some sewers but it's still really neat how they remixed an existing level.
A. Does not have Buddha boss. Did not care for it on Switch.
B. For studying Lumen
Look at that invisible point light that only appears in the specular reflection. I've had the same "issue" so it's funny to see it show up.
A. Does not have Buddha boss. Did not care for it on Switch.
B. For studying Lumen
Look at that invisible point light that only appears in the specular reflection. I've had the same "issue" so it's funny to see it show up.
Holy crap was the math difficult to figure out. A huge hurdle was figuring out how to rotate a texture in 2D space while masking it with a rotated box mask.
Holy crap was the math difficult to figure out. A huge hurdle was figuring out how to rotate a texture in 2D space while masking it with a rotated box mask.
dev.epicgames.com/community/le...
dev.epicgames.com/community/le...
I decided to inverse my sphere/box mask code to filter out pixels in a specified volume and send it back to BP for further processing to occur.
#UnrealEngine #UE5
I decided to inverse my sphere/box mask code to filter out pixels in a specified volume and send it back to BP for further processing to occur.
#UnrealEngine #UE5
youtu.be/F-MTricJtqI?...
youtu.be/F-MTricJtqI?...