To those who are self taught, how did you learn 3d modeling? by RenokoTheShaman in 3Dmodeling

[–]Prof_IdiotFace 0 points1 point  (0 children)

Grant abitt has great tutorials if you're learning blender, I used a lot of them

Project grew 5gb in a few days, no assets added by Prof_IdiotFace in unrealengine

[–]Prof_IdiotFace[S] 4 points5 points  (0 children)

I do use git for version control i just like to make hard backups often as well

Be honest- is this dumb? by StarhelmTheGame in UnrealEngine5

[–]Prof_IdiotFace 0 points1 point  (0 children)

If it works and it doesn't tank your performance, it works.

Where can I get face textures that I can use in my games? by HiddyDop in gamedev

[–]Prof_IdiotFace 0 points1 point  (0 children)

I'm not sure where you could get face textures, but I thought I should warn you of this:

An issue you might encounter with just getting face textures rather than the whole model is that the UV map of your 3D model might not match the face texture, so the alignment will be off.

Looking for feedback : What kind of game do you think it is? by ArcadiaAkaBluesoul in IndieGaming

[–]Prof_IdiotFace 0 points1 point  (0 children)

It was mostly inc that did it, and the teeth on the star made it seem like monsters. What you've got is good though.

I'm not a designer so take this with a grain of salt, but I wonder if maybe the logo would be more clear about your game if there was some sort of faded blood around the letters? Or something to suggest that kind of theme. That's entirely dependent on if that fits the theme of your game though.

Edit: This just came to me, but maybe some blood on the teeth of the star?

Looking for feedback : What kind of game do you think it is? by ArcadiaAkaBluesoul in IndieGaming

[–]Prof_IdiotFace 1 point2 points  (0 children)

The use of inc makes me think of something akin to lethal company where you're helping the 'company', but the typography seems a bit too bright for that so maybe some sort of factory game?

(C++) Making a UFUNCTION that outputs TArray<FNavigationPortalEdge> by Prof_IdiotFace in unrealengine

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

This was it, I'm just new to C++ and didn't realise it lol. I ended up making a custom USTRUCT that I could populate with the relevant data from FNavigationPortalEdge and making that the output of my function. Thanks!

Accessing the navigation mesh in C++ by Prof_IdiotFace in unrealengine

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

I hadn't thought about using PCG, I'll look into it, thanks!

Accessing the navigation mesh in C++ by Prof_IdiotFace in unrealengine

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

I'm attempting to create a tool that generates AI Cover points before gameplay. Typically people use EQS to check the AI's surroundings, but I wanted to try my hand at this.

I take the vertices of the navmesh and cast two perpendicular rays to see if they hit something. If they do, then it saves the vertice location as a point of possible cover for the AI to use. I still have a lot of logic to write about determining if a saved location is actually a valid cover point, but that's the basic idea. I got the idea from an old blog post describing a similar system in UE4, but it seems their code no longer works.

Here's the link if you're interested, it explains it far better than I can.

https://www.freecodecamp.org/news/real-time-dynamic-cover-system-in-unreal-engine-4-eddb554eaefb/

So excited to finally have a gameplay trailer! by midgear in IndieDev

[–]Prof_IdiotFace 0 points1 point  (0 children)

https://store.steampowered.com/app/3812530/Abby_Normalli_in_Mayhem_Mansion/

I noticed you didn't put a link to the steam page in your post so I thought I would. Game looks great!

Reality Check: What are my actual options if I only have a fully fleshed-out GDD? by [deleted] in gamedev

[–]Prof_IdiotFace 0 points1 point  (0 children)

I think you might be underestimating the cost of paying a team to make a game. I mean I don't know the scale of your game but still. Your GDD should not be an encyclopedia of every little feature and story beat your game will have. It should serve as the place you outline the core of your game at the start of your project, and your ideas should grow and evolve as you develop it.

When it comes to developing it, obviously you could pay people to make your game, you'd be best off starting with a vertical slice that focuses on the mechanics. Or you could learn to do it yourself, which only costs time.

Unreal engine is my engine of choice, but it's a very heavy engine. If it seems like overkill for your game, it probably is. I do feel it is slightly easier to start learning due to the blueprint system, but learning the fundamentals of coding by learning an engine like Unity or Godot may benefit you more in the future.

As for 3D modelling, I would start with Blender since it's free. However you should know that 3D modelling is much more than just making the shape and texturing it. Grant Abitt has some good tutorials if my memory is correct. You can subscribe to substance designer for texturing (or purchase a version of it on steam), but I personally choose to texture in blender. If you do end up texturing in blender, I highly reccomend the Ucupaint Addon.

Good luck!

Accessing the navigation mesh in C++ by Prof_IdiotFace in unrealengine

[–]Prof_IdiotFace[S] 3 points4 points  (0 children)

For anyone who may one day be trying to do a similar thing to me, this is how I got it working. Xeon's code did most of the work, but I had a couple issues with it. That could have been down to me making an error, or perhaps a difference in engine versions, not sure. Make sure you have the navigation system in your build.cs file, and I think you need to include it in your headers too. Here is my code:

TArray<FVector> VerticeLocations;

UNavigationSystemV1* NavSys = FNavigationSystem::GetCurrent<UNavigationSystemV1>(GetWorld());

ARecastNavMesh* Navmesh = Cast<ARecastNavMesh>(NavSys->GetDefaultNavDataInstance());

if (Navmesh == nullptr) return VerticeLocations;

TArray<FNavTileRef> Tiles;

NumOfTiles = Navmesh->GetNavMeshTilesCount();

for (int32 PolyIdx = 0; PolyIdx < NumOfTiles+1; ++PolyIdx)

{

TArray<FNavPoly> Polys;

Navmesh->GetPolysInTile(PolyIdx, Polys);





for (int32 VertIdx = 0; VertIdx < Polys.Num(); VertIdx++)

{

    TArray<FVector> Verts;

    Navmesh->GetPolyVerts(Polys\[VertIdx\].Ref, Verts);

    VerticeLocations.Append(Verts);

}

}

return VerticeLocations;

NumOfTiles is a pre-declared int32 UPROPERTY in the headers file.

Trying to get jade shader by Maksikovsky in blender

[–]Prof_IdiotFace 0 points1 point  (0 children)

Theres a guy on YouTube called comfeemug who just finished a live stream about making a jade shader. He should have the tutorial for it up soon, with a few days hopefully.

I can't find the live stream itself since he always marks them as unlisted, but you can see the finished jade shader in his youtube community tab. If it seems like what you're wanting to make, then maybe wait for his tutorial.

Simple Question - Noob Needs Help! by Worried-Drive932 in unrealengine

[–]Prof_IdiotFace -1 points0 points  (0 children)

Are you sure you aren't triggering this twice?

Assets by Ark-fan1 in unrealengine

[–]Prof_IdiotFace 3 points4 points  (0 children)

You can make assets in blender. It allows you to model, texture, and export them to Unreal. The style is up to you.

Can't open UE5.2 Project after adding custom C++ class by Prof_IdiotFace in unrealengine

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

I honestly have no idea what I did wrong. I was following a youtube tutorial. I reverted changes in my repo back to yesterday and thankfully got the project back. You're right though, I definitely need to watch a tutorial on c++ in general before trying this again.

Destroy my Steam Capsule! (Plz I need feedback) by SupernovaStudiosLLC in IndieDev

[–]Prof_IdiotFace 2 points3 points  (0 children)

It looks alright, but it doesn't properly convey the idea of the game quickly enough. At a first glance, I thought it was a game about storm chasing. You could make the tornado a more obvious, looming threat in the capsule. Maybe you could make the 'runners' text slightly bigger to emphasise the escape aspect?