Designer/TA in #UnrealEngine. Worked on Bioshock Inf & Borderlands:TPS for 2K, ex-Sidhe (PikPok), couple of small games on my own... Makin UT levels since 99
If you want to outline a thing in #UE4, you can do it in the object's own material (i.e. no post process or extra mesh overlaid), using custom depth, with some limitations. This isn't a huge win, but it's useful to simplify some things like editor tool visualisation materials. 1/
@MilkyEngineer Just posting here on the off-chance that one of you tried/managed to get one of these dropdowns working with this stuff? I feel like I'm so close and yet so far @jkelly206@HighlySpammable
Soft, variable-color outlines for pickups, using "mini-post-process" sprites for easy per-object coloring & fading (& avoid full-screen post instructions). WIP. Thanks to @t_looman for his soft outline experiment & @JKashaar for HLSL stencil sampling help! @UnrealEngine#gamedev
@keinzantezuken@t_looman@JKashaar@UnrealEngine I’m far away from a computer but you can double click on it and take a look! I think in a nutshell, it computes camera vector per vertex instead of per pixel. So it’s required if you want to use it in the vertex shader (or via vertex interpolator / custom UVs)
#TheForgottenCity is out now on PC, Xbox & PlayStation!
Travel 2000 years into the past & relive the final days of a cursed Roman city, where if one person sins, everyone dies. Unravel the mystery by exploiting its time loop, investigating, exploring, & solving puzzles.
Pls RT😀
@mozidesigner I’ve always thought 1 too.. that’s funny I was watching “The River Wild” yesterday and thinking it had some tame Cliffhanger vibes, and thinking I needed to watch that again
@ChrisZukoArt It does make it easier to exit bad dream situations if you’re semi-conscious.. but I find they just keep on repeating anyway and ya wake up real stressed. Then you have a choice of taking ages to get back to sleep, or continuing the dream where it left off..