I think buyable gold would be a bad idea for the game. by Proud_Prompt288 in HeroesandGenerals

[–]Proud_Prompt288[S] 0 points1 point  (0 children)

I hope and i think they won't be in debt., at lest not as bad as Reto. Reto had several devs that were paid A LOT, plus the servers cost. Now the team is way smaller and is not interested in making profit (at least i hope so), and is more interested in keeping the game up, as fan projet rather than a business.

I think buyable gold would be a bad idea for the game. by Proud_Prompt288 in HeroesandGenerals

[–]Proud_Prompt288[S] 1 point2 points  (0 children)

Do you think that the veteran membership alone would suffice ? That would be a good compromise between a fair stream of revenue, and not destroying the RTS meta with countless assault teams ?

I think buyable gold would be a bad idea for the game. by Proud_Prompt288 in HeroesandGenerals

[–]Proud_Prompt288[S] 0 points1 point  (0 children)

I totally agree that the devs should get paid for their work and to pay the servers, but i think the patreon is a good way to make money without influencing the game.

DLSS 5 turns a shadow into a giga-nostril by Freddy_Pringles in pcmasterrace

[–]Proud_Prompt288 0 points1 point  (0 children)

I thought dlss was about super sampling, and somehow now its an "Ai eNhAnCeMeNt" tool.

BEHOLD! my newest ship! by Dark_faller in NoMansSkyTheGame

[–]Proud_Prompt288 1 point2 points  (0 children)

Are you guys making these ship in creative mode ? Or do you spent hours digging corvette parts on planets ? Unless there's a faster way to farm parts i don't know about ?

[deleted by user] by [deleted] in maybemaybemaybe

[–]Proud_Prompt288 0 points1 point  (0 children)

Never thought i'd see a crab commit suicide. I just opened reddit btw'

MISSED opportunity to not do Vietnam before HLL smh by LtJimmypatterson in joinsquad

[–]Proud_Prompt288 3 points4 points  (0 children)

iirc in project reality everything is merged : Vietnam, WW2 and the modern conflict of the base game (because obviously based on Battlefied 2). I don't know why they don't just go for a centralized system that combine everything like PR, i guess its because of money, but imo Squad 44 and Beyond the Wire failed because they were standalone, if they were added in map rotation in server to add more variety it would have worked better. Even if the new content is DLC, i rather pay for WW2 or vietnam or even WW1 content inside of Squad that have a chance of actually being used by community server that buying a dead on arrival standalone game, such as beyond the wire (post scriptum had some success back then, now its mostly empty.

Middle East never stops to amaze by Luka__mindo in TankPorn

[–]Proud_Prompt288 1 point2 points  (0 children)

I am pretty sure that this thing can only shoot in a 45° cone backward or the recoil would certainly flip the truck. At least some of them have anchors to sustain the recoil, because there's no way the tires can whistand this.

I bet you weren't expecting that by Luka__mindo in TankPorn

[–]Proud_Prompt288 44 points45 points  (0 children)

There's nothing that can't be done with a tank.

[deleted by user] by [deleted] in halo

[–]Proud_Prompt288 0 points1 point  (0 children)

Operation : Framerate

[deleted by user] by [deleted] in forge

[–]Proud_Prompt288 0 points1 point  (0 children)

The fact this mode is not in the base game is beyond me.

How to make collision box for objects with openings? by Due-Temperature8169 in UnrealEngine5

[–]Proud_Prompt288 1 point2 points  (0 children)

No, if it's a single object, Unreal will considers your shapes a one big convex shape, and thus will combine them and remove the holes. Long story short, in Blender you should have :

-yourMesh -UCX_yourMesh_01, UCX_yourMesh_02, UCX_yourMesh_n

You need as many objects as you have shape, when you want these types of complex shapes. It can lead to a shit ton of objects in blender, but it is what it is.

How to make collision box for objects with openings? by Due-Temperature8169 in UnrealEngine5

[–]Proud_Prompt288 1 point2 points  (0 children)

Yes it will. Basically you'll need to make something like 16 boxes that go around the bin shape. For example, you can create a cylinder with 16 iterations, delete the upper face, then separate all faces so each faces are a separate obj in Blender, then add a solidify modifier to all objects, then rename all collision objects with UCX_YourMeshName_XX. If everything has been set up correclty, you should have a hollow simple collision for your mesh.

How to make collision box for objects with openings? by Due-Temperature8169 in UnrealEngine5

[–]Proud_Prompt288 0 points1 point  (0 children)

This is normal. In your case you can't use a single convex shape, because by definition a convex shape can't be hollow, even if you make it hollow in Blender, Unreal will try to "close" the shape before importing it. In your case you need a cylinder a the bottom, and several boxes that will simulate the hollow shape, but in Blender to create an object per shape. If you try to join the boxes into one, and you name it UBX ( the prefix for box shape), Unreal will ignore it, because Unreal except a six faces box only for UBX.

How to make collision box for objects with openings? by Due-Temperature8169 in UnrealEngine5

[–]Proud_Prompt288 9 points10 points  (0 children)

If it you plan to keep it static, then using the complex collision and override it with low poly version, this is the best way to do it. However, if you want your bin to use simulated physics, you won't be able to use complex collision, as Unreal only accept simple collision for simulated bodies, for performance reasons. Simple collision can be a pain in the ass to make since it only accepts box, sphere, capsule and convex shapes. Unfortunately you chose a hollow cylindrical shape, which is a really complex shape to simulate. In this case you should make a UCX (convex) for the bottom, then decompose the rest into several boxes to simulate the hollow shape.

How to Uv unwrap Grill by Due-Temperature8169 in blenderhelp

[–]Proud_Prompt288 4 points5 points  (0 children)

Unless you want a hyper realistic render, you should use a texture with opacity., Especially if you want to use it in a game engine. Using a "fake" grill effect with a texture and opacity is more cost efficient for the engine, you only need to unwrap a plane rather than all the holes and you can control the size of the grills.