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Thread: Unreal Engine 4 - Hammerites Animation Test

  1. #1
    Member
    Registered: Nov 2004
    Location: Germany

    Unreal Engine 4 - Hammerites Animation Test


  2. #2
    New Member
    Registered: Aug 2017
    Was caught completely by surprise when this popped out on my youtube notifications. What do you have in store for us, Gecko?

  3. #3
    Member
    Registered: Nov 2004
    Location: Germany
    At the moment i'm learning a lot of things in the UE4 Engine

  4. #4
    Member
    Registered: Oct 2012
    Location: Velenje, Slovenia
    Amazing gecko!

    Listen, I've developed a city generator. It generates a city quarter with 10-25 buldings each with 1-3 floors each already filled with rooms. I've stopped at that point but what would follow is addition of furniture, stairs and doors. But at that point the city architecture is build. I already have a system developed (in quazi-code or on paper) which would create a quest progression on the city model created by the generator. With the new UT4 engine being free I thought about implementing this in order to create a Thief game with random levels. Theres a lot of work so I'm waiting for the right opportunity but at one point I'd like to release such a game to the public. Perhaps one day we could work together?

    Here's a city generated by my algorythm. (Top down view / Tloris ) Each row reperesenty a different city. Columns are city levels. Blue, green objects are rooms, white is city streets or air in level 2 or 3.
    For example: The first row is one city. First image in first row is city ground level, second image is 2 floor (so above the ground level) and the third is the third floor.

    Edit: The Dark gray in building represents a entry to the house (the first room where one would leave their coat and shoes) and the light gray is a hallway connecting other rooms. (Some buildings are smaller and dont have this entity) I can set a lot of parameters and expand on the current code.


  5. #5
    Member
    Registered: Nov 2004
    Location: Germany
    That sounds really interesting neux. Can you post a picture? I love it to work with the unreal engine and i will do my best to learn as much as i can in the next months!

    I have fixed the hammerite mesh (left = old, right = new):




    Tell me what is your favorite?

    And here the haunt meshes (works also with all animations):




    Yeah, maybe we could work together one day
    Last edited by Gecko; 12th Feb 2018 at 10:56.

  6. #6
    Member
    Registered: Oct 2012
    Location: Velenje, Slovenia
    Well generator outputs data which would have to converted into 3D. The only representation I've made at the time was this 2D top-dow view (https://image.ibb.co/dHyCQn/015.png).

    I like the edged one better also I prefer the yellowish skull. Both look great!
    Something was bothering me though with proportions of body in your model. I've pasted a picture of Leonardo da Vinchi's man over your model in photoshop (https://leonardodavinci.stanford.edu...m/leonardo.jpg) and It does look that arms are a bit to long and the chest is a bit too narrow. Try to paste Leonardo's man over the model yourself. All the constructive criticism I can give at this point. Still.. I like em already! Great work.

  7. #7
    Member
    Registered: Nov 2004
    Location: Germany
    Thank you. That's maybe because the view in UE Editor wasn't centered. Here is a view taken in 3DS Max:


  8. #8
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain
    Quote Originally Posted by Gecko View Post
    Thank you. That's maybe because the view in UE Editor wasn't centered. Here is a view taken in 3DS Max:

    How can I add these nice guys into Thief Gold?

  9. #9
    Member
    Registered: Nov 2004
    Location: Germany
    I would do it by myself if i could...but the converter is so buggy. I've tried to convert a high poly mesh of the trickster for Thief Gold. But the converter.exe crashed every time i tried. So i gave up on this

    Also there is a limitation for a mesh (polycount) what makes it really complicated.
    Last edited by Gecko; 14th Feb 2018 at 07:39.

  10. #10
    Member
    Registered: Nov 2004
    Location: Germany






    I've improved the mesh a bit. This was my first try with camera sequences in UE4.



  11. #11
    Member
    Registered: Oct 2012
    Location: Velenje, Slovenia
    Hell yeah, Gecko!

  12. #12
    New Member
    Registered: Aug 2017
    Gecko, are you still planning on releasing the HD Mod 1.0 for Thief II? I just realise that its been almost an year since the last time you gave us an update on that mod. I know that you put it on hold because of the grass physics, but it sounded like you were so close to releasing it one year ago. I'm asking because I'm about to replay Thief II after a long time and it hit me that this mod isn't out yet. Thanks.

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