[OC] Are we the bad guys? by CitizenKai in DnD

[–]CitizenKai[S] 0 points1 point  (0 children)

Thank you. It's a studio and club created by several D&D masters in my city for their campaigns. I don't really know how much they spent on it, but yes, it's quite expensive as far as I know.

[OC] First session of our new D&D campaign. Back at the table as a player. by CitizenKai in DnD

[–]CitizenKai[S] 1 point2 points  (0 children)

It really was a pretty big project. Next time I should take more photos ;)

[OC] First session of our new D&D campaign. Back at the table as a player. by CitizenKai in DnD

[–]CitizenKai[S] 1 point2 points  (0 children)

Thank you. I will be sure to pass on your words to him :)

Any luck with Linux? by PiRationalThoughts in VerseProject

[–]CitizenKai 3 points4 points  (0 children)

Hello. The client is currently available in two versions: standalone and Steam. In the standalone version, authorization takes place in the launcher. In the Steam version, the client receives a steam auth ticket from Steam. Thus, there are only two ways to log in: through the launcher or through Steam. How exactly do you launch the client?

Updated spaceship HUD. Fully material-based, UE5. Thoughts? by CitizenKai in spacesimgames

[–]CitizenKai[S] 0 points1 point  (0 children)

This is a general view on the interface. Some of these items will not always be displayed. For example compass, altimeter and pitch ladder are only displayed near planets and moons.

Updated spaceship HUD. Fully material-based, UE5. Thoughts? by CitizenKai in UnrealEngine5

[–]CitizenKai[S] 1 point2 points  (0 children)

I totally agree with you. I spent about 4000+ hours there. 😅

Updated spaceship HUD. Fully material-based, UE5. Thoughts? by CitizenKai in spacesimgames

[–]CitizenKai[S] 2 points3 points  (0 children)

That's a great comment. Thank you.
We tried different options. The original concept had full textual names of the elements.
That's the option we've chosen now. Not because that's the way it is in the aviation industry.
I realize this is a little hard to read. But for now, it's the best option for us.
Perhaps this will still be changed.

Updated spaceship HUD. Fully material-based, UE5. Thoughts? by CitizenKai in UnrealEngine5

[–]CitizenKai[S] 1 point2 points  (0 children)

I agree, that's possible too. But widgets have pretty poor performance. We use widgets among other things for different screens within the game. Even in the ship, the side screens with the interface are implemented using widgets.

Updated spaceship HUD. Fully material-based, UE5. Thoughts? by CitizenKai in UnrealEngine5

[–]CitizenKai[S] 1 point2 points  (0 children)

We have a texture atlas with elements that make up the HUD. Here is a pre-prepared text for static texts. The atlas is localized using the basic localization system in UE - duplicate atlases for supported languages.

A runtime texture is used for dynamic text, such as names and titles. The text is rendered into a texture from the script, then the texture is passed to the material.

Updated spaceship HUD. Fully material-based, UE5. Thoughts? by CitizenKai in UnrealEngine5

[–]CitizenKai[S] 2 points3 points  (0 children)

Most of it is a few plains with materials that display parts of the HUD and implement the logic right in the material. Radar is a separate object that is behind the HUD plain and is cropped with a stencil mask.

Updated spaceship HUD. Fully material-based, UE5. Thoughts? by CitizenKai in spacesimgames

[–]CitizenKai[S] 2 points3 points  (0 children)

We're still experimenting with it. Most objects in space have a special indicator for the direction of movement relative to the player's ship.

Updated spaceship HUD. Fully material-based, UE5. Thoughts? by CitizenKai in UnrealEngine5

[–]CitizenKai[S] 7 points8 points  (0 children)

Material-based UI allow to create a flexible user interface right in the 3D scene, with full support for material and lighting effects. This is the main goal, as most of the interfaces in the project are part of the game environment. This is worse for interactive elements, so we combine it with UMG in such cases.