Monday, October 27, 2014

Sunday, October 26, 2014

UE4: SubUV rotator

Mike had 9 gears on a texture and needed them all to rotate at the same rate. This is what I came up with to solve that problem.

The "Tiling" parameter can be a 2 vector, with different numbers in each channel. It will rotate correctly as long as the numbers line up with the subdivisions in the texture.

Saturday, October 18, 2014

GA326 Blog: Toy final product

This footage is from the version I turned in for class. The mana regen rate is increased so that the person playing wouldn't lose as easily, but I actually balanced the game so that it would be a close finish.

I didn't have time to refine the exploration I was doing with the audio visualization plugin so this game just spews a steady stream of 'fire' at the tank and random damage in all of the other lanes. If he dies, the stream moves down the rows until everyone is dead.

Friday, October 3, 2014

Halftone revisit

I actually made this just to see if I could use fmod to make a tiling TexCoord, but using this is also a much more elegant solution than what I used in the previous post. It's probably a lot cheaper too.
(actually you can just use Frac instead, sort of forgot about that expression)
This has other uses too, for instance, if you packed textures into channels and need one clamped and one tiled, you can use this to tile a clamped texture.

Wednesday, October 1, 2014

UE4: Textureless halftone

I scaled the dots up for this demonstration, but my plan is to bake AO into the verts of my models, and use this to give my constructs more stylized shading.