Jump to content

Restless Souls/Wishlist: Difference between revisions

m
The Unreal engine has quite some similarites. If you ever modded TRAM watching the tutorials will probably make you grin. // When through I'm going to watch the series a second time.
mNo edit summary
m (The Unreal engine has quite some similarites. If you ever modded TRAM watching the tutorials will probably make you grin. // When through I'm going to watch the series a second time.)
Line 132: Line 132:


You could probably split this thing into three parts: learning the basics, adding stuff from the long feature list (those not already covered by the basics), and tweaking animations controls to behave like Oni 1
You could probably split this thing into three parts: learning the basics, adding stuff from the long feature list (those not already covered by the basics), and tweaking animations controls to behave like Oni 1
===Practice notes===
Now then if you want to try this do the following.
1) Install Visual Studio 2017 Community (to write C++ later)
2) Register at [https://www.unrealengine.com/en-US/what-is-unreal-engine-4 https://www.unrealengine.com/en-US/what-is-unreal-engine-4], while logged in you can download the installer from the upper right corner. (Blue button "DOWNLOAD".)
3) Start Installer and download Unreal Engine 4.17.1 (It will be about 6 GB. It extracts to 17 GB.)
4) Learn viewport navigation from the yellow flashing blue hat icon.
5) Then continue with the videos of the [https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1ga0IoRrpI4xkX4qmCrhGu56/index.html 3rd Person Game tutorials.]
===Tutorial summary: 3rd Person Game===
Incomplete notes...
It seems like there aren't scripts anymore. Blueprint is Visual scripting, you are working with visualized functions, objects, etc. It's more what you can do with the c++ code which also gets compiled.
FBX can contain data for TRBS, TRIA, TRAC, multiple TRAM, materials, textures.
;Video ?
:Blend Parameter now on the left side.
Keybinding (equivalent to key_config.txt)
Input to move binding (equivalent to StNA)
Support for Keyboard, Mouse (and inverted control), Gamepads and touch
Player camera settings editable (distance holder named "Spring Arm")
;Animations
:Animation cycles (TRAM - shortcuts)
:Transition rules (similar to those in TRAM headers <FromState>, <ToState>)
:Blend Space is an heavily enhanced version of <Interpolation>
::The animation gets adapted in length AND rotation values. When properly used, transition are nothing less than perfect.
;Video 8
:Anim Preview Editor is on the right now
:Event Graph: right-click for context menu to add missing "Try Get Pawn Owner"
;Video 12
:Character Blueprint is sort of an ONCC. They aren't exactly equal.
:: It misses seeing, hearing, weapon skills and more. It has settings for jump, "air control", LOD, shadow, few CHAR events, collision box, tags, ONIE related stuff
EventGraph -> Component -> Mesh -> e.g. Get Material Index
[...]
8,018

edits