Comments and help wanted

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spatte

New Member
Feb 26, 2004
74
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Sweden
Thought that I'd better make this a new thread ;)

I have written a list of things that have crossed me mind since I started to remake my UT2003 designs to the Runtime. I used the UT2003 map to present my Masters in Architecture a few months ago. The level is still not DL-able, have to have to check a few things first. Screenshots of the UT2003 can be found in this thread:

http://forums.beyondunreal.com/showthread.php?t=127517

The project was all about fish. The buildings are supposed to host the worlds largest wholesale market for seafood products in Tokyo. Well, I have already written a LOT about this, so anybody interested, please visit.

http://www.ark3.lth.se/diploma/mattiasbockin/TokyosKitchen_Web.pdf

Lets get back to what I am here for. Below I have put together a list of things I would like to try in the runtime version. Possible or not, one won’t know until one tries!

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Big screens showing of movies from inside the selling area, commercials etc. Can you make a material of a movie file?

Swimming fish in an aquarium. (Thanks for the tip Spooger!) This could perhaps also be done with animated textures. Animated shark that swims gently until you reach a point to close to the glass and it comes charging.

Texture simulating water reflected in the ceiling. Need to know more about animated textures and projectors!

Need also a couple of nice looking glass textures with credible cubemaps.

Working elevators. Would need a few of them. Especially the ones in the twisted columns in the middle space will be quite nice to ride in. I have seen a tutorial somewhere on how you could make a functional elevator that goes between several floors. How do you make the buttons?

Escalators. Would love to have a couple of neat, glassed futuristic ones with visible machinery that spins gently. I have seen a working escalator in Halflife, but how could you do it in Unreal? Perhaps you guys have seen one.

The marketplace is usually really busy with thousands of people running around. How can you provide that atmosphere in the Runtime? Hit me with ideas! The crazier the better. There would need to be a hell of a lot people to mimic the real thing. Could you use emitters, particle systems for spreading nifty Japanese fishmongers around the perimeters?

Greenery. Bothersome, but if successful it will raise the impression radically. Jungle like greenery hanging in huge bowls in the air, waterfalls (learn from the map included in the Runtime), crisscrossed by walkways. The idea I had in my architectural suggestion was a kind of ecological powerhouse, where all water used at the market is cleaned and reused.

Generally speaking, I definitely would like to see a much higher degree of interactivity. Any suggestions warmly welcomed.

Static Meshes. Needless to say, we will need all that nice detail scattered around – fish, garbage bins, vehicles, trees, more fish, crates, furniture, an entire sushi restaurant, signs and billboards. ( I have thousands of photos from Japan that should do the trick) All contributions warmly appreciated. Of course I will everybody proper credit

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Well, if somebody out there feels like they have some time to spend. I sure appreciate all the help I can get. Please share your ideas here in the forum, or if for some reason you would prefer it, contact me personally at mattias_bockin@hotmail.com

Would be nice to see just how far you can press the engine!! (I would need to buy a new computer though…..)

The most recent version can be found at. Looking forward to your comments and suggestions!

www.danielpatton.com/spatte

(Thanks for this kind of marvelous support Spooger!)


Sincerely

///Spatte
 

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Vito

New Member
Mar 18, 2002
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Actually, all the information on UDN applies to the Runtime. It's UT200x that it doesn't always apply to.

There's no movie texture support in the Runtime beyond the normal animated texture support that Spooger linked to. For that, I'd suggest making the textures smaller, maybe 512x512 and DXT1, because texture uploads every frame are slooooow.

Swimming fish would probably worked better if you actually made a real aquarium. Have a programmer put together a little AI for some fish Actors, and make it a water zone, so they would actually swim around, sense the player, and such.

For a simulated water reflection, open up the Runtime example map and look how the moving tree shadows and leaves are done. Materials can stretch and oscillate without needing to be "animated."

For an elevator, you'd have to script up a custom UI for the buttons, something that pops up when you enter or something. Or, have a "weapon" that's a "hand" that you can use to push ("fire") the buttons. Or, just have the elevator stop at every floor.

I remember working escalators in a UT1 map that used portals and a mover. You may be able to have a looping mover, or series of them, one for each step. Or perhaps use an animated skeletal mesh, although I'm not sure the collision would carry the player up the stairs correctly, like a mover would.

For people, I'd just use Unreal's normal AI. Reskin the Unreal demo models so you're not using tons of different models, and just script them up to wander around or whatever.
 

spatte

New Member
Feb 26, 2004
74
0
0
Sweden
Hey Vito and Spooger, thanks for all the tips. I managed to get some animated textures running yeasterday. Nothing fancy, but I feel it's the beginning of something beutiful.

I will try to upload the latest version later on today. I had a try at the code for changing the pawn, but I must say that I am completly lost. If you could direct me to where I can get started with the basics of changing code I'll be very happy.

With the elevators, I thinkg I'll just start out with a simple mover for starters. Better than nothing.