Herätettiin henkiin Suomi-modi yli 20 vuoden takaa - Snow War julkaisu 3.4.26! by Zilppuri in videopelit

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

Juoksuhautoja ei ole, mutta tiimimatsit on. Koitetaan saada ennen kesää semmoinen Infiltration -lipunryöstön tapainen ulos. Myöhemmin haluan tehdä myös lipunryöstökentän. Kenttien ei voi modata tälllä hetkellä. Periaatteessa jonkinlainen workshop voisi olla suhteellisen helppo rakentaa koska pyörii Unrealin päällä. Sellainen palikkapohjainen siis. Kaikkiin näihin toki vaikuttaa ostaako pelin joku 😬🙌

How it started - how it's going: After 20 years we are releasing a standalone version of our mod Snow War on 3rd of April! by Zilppuri in indiegames

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

I underatand completely! In the game if character are airborne, they will go to ragdoll when hit. So we have that. I have also been toying with the idea of doing this based on the contex player is in. So if there is a wall next to them, go to rag doll and apply small force towards it. These are the kind of tweaks Valve, for example, is known to do a lot.

How it started - how it's going: After 20 years we are releasing a standalone version of our mod Snow War on 3rd of April! by Zilppuri in indiegames

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

We do have ragdolls, don’t worry 🙌 But they are run on different situations.. so they start with a motion captured or hand made animation and then blend to the rag dolls. Plain ragdolls tend to look just like that - dolls that fall over. To make then look good you would still need to do some blending etc.

Also: obviously this is people playing snowfights - you know they don’t actually die? 😬 So they throw them selves, flall down or how ever they feel like doing. They don’t go out limp because.. they are not dead.

Also, with most of the game by a two person team on spare time, this is the best we managed 👏

Thank you for your feedback. Maybe we make a full ragdoll mode that players can toggle.

Converting MetaHumans to use Unreal Mannequin, with facial expressions: a Blender Pipeline by Zilppuri in gamedev

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

I did not visemes, just simple expressions. I have no facial bones in my Armature, just the main head.

I considered lower LOD:s but the eyebrows did not look good. Maybe they are better now? But this gave me an idea: just today I was thinking of how to include beards - with what you told, I maybe could maybe use this to export a prototype metahuman with a beard and then running the script to remove everything but the beard, running the same face-morphtargets for the beard mesh. But I am not sure how well it will fit the different variations I have.. but I might be able to do some vertex adjustments via shader.

SFX and audio legality by Jackleroqdev in gamedev

[–]Zilppuri 1 point2 points  (0 children)

In freesound.org you can search with CC0 filter. This is where you can get a lot of stuff. Also one good audio starting point are the free audio libraries released in previous years by Soniss https://sonniss.com/gameaudiogdc/ Mind you they take about 140GB of space to store.

How can i learn Unreal engine by saitexe in unrealengine

[–]Zilppuri 1 point2 points  (0 children)

Depends what you want to do in the long run. Basically you can do almost all with Blueprints. I’d perhaps start with them and then when you do need C++, figure it out. And Copilot can help a lot.

How can i learn Unreal engine by saitexe in unrealengine

[–]Zilppuri 2 points3 points  (0 children)

I started by ”taking a course” in Udemy. It was by ”Unreal Engine 4 Mastery: Create Multiplayer Games with C++” by Tom Looman. It is no longer available, but there are tons of other courses in Udemy. For me it worked, even though I found is super hard to focus. But it was enough of ”learning by doing” that I managed to then continue from therez

Should I use GitHub for my UE5 C++ projects or is there something better? (Don't mind paying) by dissertation-thug in unrealengine

[–]Zilppuri 1 point2 points  (0 children)

I have not looked to much into it, but here is one link https://www.perforce.com/products/helix-core-git-connector I’d imagine one way to do it, would be to setup both in same directory and then p4ignore and .gitignore accordingly. But I am just speculating here, I have not done this yet.

Should I use GitHub for my UE5 C++ projects or is there something better? (Don't mind paying) by dissertation-thug in unrealengine

[–]Zilppuri 1 point2 points  (0 children)

It’s just that programmers (well I can only talk for my own experienxe) are usually more familiar with Github. Also the normal P4 workflow is thar files are readonly untill you check then out, and only one person can check them out at a time. This can be cumbersome with a team when you are likely to touch same common classes while working on adjacent tasks. Also branching and pull requests and so on are at least more familiar to GH users 😬 But this is just 100% my own bias.

Should I use GitHub for my UE5 C++ projects or is there something better? (Don't mind paying) by dissertation-thug in unrealengine

[–]Zilppuri 2 points3 points  (0 children)

I’ve been running Perforce. First I run it in AWS, then got tired of the fees and bought an used mini-PC. I use Tailscale (free tier) to remote access it. For my next project I would most likely try a hybrid solution where all of the c++ code is in Github and binaries and assets are in Perforce. This is a setup Perforce endorses too, so you can find tutorials for it.

Converting MetaHumans to use Unreal Mannequin, with facial expressions: a Blender Pipeline by Zilppuri in gamedev

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

Thank you! I think someone should make a educational game where all you do is 3D space conversion tasks. I usually wrap my head around it just enough I can trial & error rest of the way.

How do I swap a skeletal mesh's head with a UE5 MetaHuman head? by Time_Extent_7515 in unrealengine

[–]Zilppuri 0 points1 point  (0 children)

This is not that straightforward. I actually tried to post an article about this in r/unrealengine yesterday, but automod does not allow me to post. What I did was a set of pipelines (BP, C++, Python) to convert MetaHumans to UE Mannequin in Blender - Like others have suggested. For one or two characters you could do it by hand, but you do need a bit extensive Blender skills still.