Showing posts with label material. Show all posts
Showing posts with label material. Show all posts

Sunday, November 21, 2010

Allar's Dev Diary #15: Day 4, Tower Defense Side Project

Yesterday I spent most of my day eating pizza and working on Warm Gun over at Emotional Robots, Inc., but I managed to put a little time in this morning to this side project.

Day 4 (11/21/2010)


9. Setting Up Basic Interaction Logic From Mouse To Towers


While our towers are just shell Pawns that aren't doing much, before I give them more functionality I wanted to tackle how the player is going to interact with the unbuilt towers so that they can build their own. The first step is getting some sort of simple detection going on that would let the towers know if they were currently the target for the players mouse and then to figure out if the player was within an 'interaction radius' with the tower. Doing so, the player will only be able to interact with tower building zones when their Pawn is close enough to the tower, causing the player to have to run to wherever they want to place their towers for a bit of a fun challenge. If this proves to not be fun, I can just either increase the interact range greatly or remove it all together. Also, I wanted this detection logic to be able to be applied to any actor I choose instead of having every actor derive from an interaction actor. To do this, we have to use an interface. Interfaces are kind of like sub classes, but they list a series of functions and delegates (no local variables) that each class using it must implement. To implement an interface, you just use the keyword 'implements' in your class declaration. More information about interfaces can be found on the UDN page.

The interface is really simple for now, it has a function that returns what type of interaction it is, functions to show/stop showing the player that the object is interactable, and then finally an actual interact function.

Wednesday, September 29, 2010

Allar's Dev Diary #10: Parallax Occlusion

Parallax Occlusion basically makes shadowy parts where you expect shadowy parts on objects, but with parallax. The wall that you see is a piece of completely flat bsp.

Sunday, September 12, 2010

Day and Night Cycle Tutorial


Written Version


Subject: Day and Night Cycle Tutorial
Author: II Patch

Read it here!

Video Version


Subject: Day and Night Cycle Tutorial Step by Step
Skill Level: Intermediate
Run-Time: 1 Hour and 30 minutes
Author: Michael Allar
Notes: Original tutorial by II Patch over at UDK Forums

Download: [download id="6"]

^If the download link opens in browser, go ahead and right click and use Save Target As... to download.

Wednesday, July 29, 2009

Material and Lighting: No Poly Count!?

For my midterm, I'm going to put my props on like a kitchen counter...

And what kitchen counter is complete without a sink/faucets?

Yay for 35k incomplete faucet handles! <_< I know thats way too many polys for this object.. but I'ma go with "TURBOSMOOTH DA SHIT OUTTA IT" for everything. After all, I'm a programmer. :D

Still gotta do the actual faucet... click for a bigger picture.