algorithmic modeling for Rhino
Unreal Tournament 4 Editor + Grasshopper + Weaverbird + Geometry Gym + Kangaroo
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There is some things to consider like,
Playability and scale for things like crouch under or jump over or shoot throw and line of site. they just changes crouch height the other day as it is still alpha.
The placement of items along mane walkways, like a machine gun in tight corridors and a rocket launchers for open spaces. Power ups to lead the player along a root.
And, The number of polygons in you parts. there might be LOD (level of detail) settings you can tweak to but I haven't explored them.
I have only done 2 tests maps and have not used any older UTE before so I'm new to this too.
I have looked at max briefly for adjusting mesh UV for texture mapping as I think it might be more powerful than rhino.
Nick, If your having problems importing your geometry in to UTE with regards to collision settings this my help.
https://docs.unrealengine.com/latest/INT/Engine/Physics/Collision/R...
???
Matt, which file formats are you referring to? I am brand new to Unreal and have been trying to import some Rhino geometry. My workflow has been Rhino --> Max --> FBX. I could bypass Max, but it's difficult to avoid Max's superior texture mapping capabilities. I am interested to find out Paul's workflow, because frankly the power of Unreal is...well...unreal.
It's actually pretty straight forward to simple get the geometry in. Unreal Engine does accept formats that Rhino can put out. Where it takes a little practice is if you are wanting to UV map it for textures, or deal with collisions. For both of these tasks I moved to 3DS Max, but a few basic tutorials and I was able to do it.
As for the rest of unreal engine, I just picked it up a little while ago and with the many tutorials provided I was able to make a basic game with my geometry, certainly a fun piece of software to use!
I hadn't considered tags, but if you can make it into an actual game type it would definitely make the task more enjoyable.
My main thought was that if you can get the design team playing games around their digital model, its would allow them to remove themselves from their primary, rigid interpretation of the building. With your attention elsewhere, you can subconsciously absorb the spatial qualities/connectivity etc of your building without getting hung up on a certain detail...
Maybe you would have to be careful what kind of game you play, there isnt any benefit to accidentally optimising your design toward a gun fight. Potentially hide & seek etc would be a good design team exercise. I imagine our directors being chased around the building trying to find somewhere to hide...
Would be a nice way to walk around shooting tags at places that need further inspection.
Interesting work Paul, how complex is the process of importing geometry to unreal tournament? (In the context that i am a complete novice in game design). Is fairly painless in the unreal engine, or is there still alot of setup with the engine software?
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