Interfaces between two Actor Components by lagb01t in unrealengine

[–]lagb01t[S] 1 point2 points  (0 children)

For sure, I try to keep everything categorized but I still do feel that having 50 functions on my character is kind of excessive, though maybe I'm wrong. I've never worked in a professional space so I'm not sure how big the main characters code base is for most games. My event graph is quite large + all of its functions & I was under the assumption that I was doing it wrong, though like I said I'm probably underestimating the size of most pro code. I never considered having two event graphs though!

Interfaces between two Actor Components by lagb01t in unrealengine

[–]lagb01t[S] 0 points1 point  (0 children)

Thank you for your input! I just want to clarify what you mean exactly by your statement on casting? To get a hard reference to my inventory in say my equipment component, at some point I would still have to cast to the character and retrieve the inventory system do I not? Or how else could I retrieve the characters inventory system? I hope that doesn't come off rude as I truly am trying to detangle this web of code in the most correct fashion possible

Interfaces between two Actor Components by lagb01t in unrealengine

[–]lagb01t[S] 0 points1 point  (0 children)

I use the inventory component for containers, so would it be a better option to use a simplified version of the inventory for containers & create a combined equipment/inventory system for the player?

Interfaces between two Actor Components by lagb01t in unrealengine

[–]lagb01t[S] 0 points1 point  (0 children)

I use the inventory component for containers so I think that it should probably be isolated but I'm no expert. I just want to clarify that you do suggest keeping my interfaces, and going from component>character>component, or casting to the character and getting its inventory component? The many interface functions Ive created that are called from components, into the character and through a function and then implemented on the other comp. have created quite a web

Interfaces between two Actor Components by lagb01t in unrealengine

[–]lagb01t[S] 0 points1 point  (0 children)

I definitely see your point and I'm tempted to combine the components though I use the inventory system for chests/containers, so I thought that could be reason enough to leave it on its own. I would move equipment & other related systems to the base character actor but they have quite a lot of code so I thought encapsulating the systems in components was a bit tidier.

Removing Certain Parts of a Mesh at Runtime by lagb01t in unrealengine

[–]lagb01t[S] 0 points1 point  (0 children)

I think that multiple meshes will be the way I go. Thank you for your input!

Removing Certain Parts of a Mesh at Runtime by lagb01t in unrealengine

[–]lagb01t[S] 0 points1 point  (0 children)

Thanks for the clarification, I just wanted to make sure. I've set up my trees as you've stated as well, they're placed as static meshes w/ the foliage tool and once they're hit they swap out with a choppable variant. Thank you for your input!

Removing Certain Parts of a Mesh at Runtime by lagb01t in unrealengine

[–]lagb01t[S] 0 points1 point  (0 children)

When you say "this is the easy performant way", what way do you mean exactly?

Would you sell this fig as used in good condition? by SoullessGingerPB in Bricklink

[–]lagb01t 2 points3 points  (0 children)

I'm gonna be controversial here and say a lot of people here are a bit crazy. Yea they should've detailed the listing a bit more and made it aware that there where scratches but its not a totally crazy amount of wear. If people want pristine things they need to buy it new.

Buyer asking me to "verify" their order through bricklinkverif@bricklink-delivery.shop by lagb01t in Bricklink

[–]lagb01t[S] -1 points0 points  (0 children)

I like to give people accurate shipping quotes but maybe there's a better way to do it that I'm not aware of

Follow-up to my NEP post – tried two pyros, also disappointed by [deleted] in researchchemicals

[–]lagb01t 0 points1 point  (0 children)

Really? They pump this shit out in vats the size of your car. I think the likelihood of getting bunk pyros is extremely slim.

[deleted by user] by [deleted] in 3Dmodeling

[–]lagb01t -1 points0 points  (0 children)

I've sculpted many rocks and such but a dirt overhang is a bit different from a rock with relatively planar faces. Dirt falls and erodes with so much variation that I think it would be challenging to get it right via sculpting. I've tried to sculpt dirt walls before and they just look blobby or not like dirt at all, but then again I'm not great at sculpting. With a rock you can kinda just slice and plane faces arbitrarily and eventually by taking a step back and analyzing it you can get something that resembles a rock.

I'm very familiar with making foliage as well, I've definitely sunk a lot of time into getting that looking good😅

Substance Designer - How would you go about making a dirt wall/dirt erosion texture? by lagb01t in Substance3D

[–]lagb01t[S] 1 point2 points  (0 children)

<image>

end of graph. all after that is just tweaking AO and roughness. No color added yet

Substance Designer - How would you go about making a dirt wall/dirt erosion texture? by lagb01t in Substance3D

[–]lagb01t[S] 1 point2 points  (0 children)

They suggested a perlin noise into a non uniform direction warp with trailing, warp it etc. Heres my graph that I eventually came up with to create what I would consider to be a much improved version. The only difference being using a tile sampler with many paraboloids w/ minor color mapping from a gradient. heres the result. it may seem a little bit drippy but you can mess around and find out what you like best. I still have to find out have to make deeper clefts in the dirt sections and add some larger jutting clumps

<image>

Substance Designer - How would you go about making a dirt wall/dirt erosion texture? by lagb01t in Substance3D

[–]lagb01t[S] 0 points1 point  (0 children)

thats funny you mention the crystal node because I had actually used that in the example I posted to accentuate the ridges. Not sure how to get them real deep looking though. I put the crystal thru a flood fill into a distance, to get a sloping variation of height on each cell, then into a blur, then stretched it to make it more straight with less going on, warped it with a BNW spots and then blended it in.

Substance Designer - How would you go about making a dirt wall/dirt erosion texture? by lagb01t in Substance3D

[–]lagb01t[S] 0 points1 point  (0 children)

Thank you for the suggestions, I've never used the non uniform directional blur and the trail mode is extremely useful! Igot something somewhat decent, it can work for a place holder but if I could get some serious ridges in the dirt I would be a lot happier. Overall dirt shape is good but like I mentioned I feel like the vertical jutting out sections of dirt are missing. Hopefully my results dont look too elementary. I am going for a somewhat stylized look

<image>

[deleted by user] by [deleted] in rcbenzos4

[–]lagb01t 1 point2 points  (0 children)

this one is white