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D&D BattleMap Using the UDK

If you've come here from the YouTube videos, then you know what this is about.  If not, let me give you some background.  I'm sure many D&D DMs reach the same conclusion we did: battlemaps are...

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D&D BattleMap Using the UDK - The Setup

So, if you've seen this video you know we do actually use this to play D&D:But how do we get that UDK map onto the table?  First, it starts with an Optoma Pro350W projector. My wife had one...

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D&D BattleMap Using the UDK - Fixed HUD!

After a very long wait......we finally have our UDK BattleMap fixed.  It has been shackled to the August version of the UDK since the versions from September forward replaced the HUD with ScaleForm....

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D&D BattleMap Using the UDK - The Grid

Building on our previous post, let's add the iconic D&D grid.  This is significantly easier using the Flash UI.  I'll summarize at the end what we had to do to get it to work using just the...

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D&D BattleMap Using the UDK - More Dungeon Less UT

Now that we have an idea of how to setup a top-down camera and a grid overlay, it's time to clean things up and drop the Unreal Tournament functionality.  We don't need an avatar running around while...

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D&D BattleMap Using the UDK - Making It Interactive

So far, we're able to view a UDK map top-down and overlay it with a grid.  That's great for replacing hand drawn or tiled maps - we can show a tremendous amount of detail.  But to really impress our...

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D&D BattleMap Using the UDK - Torches and Lighting

This post, I eagerly wanted to get torches back into our BattleMap.  The iconic dungeon torch is oddly comforting for players.  Telling them "you can see 5 squares from where you stand" and actually...

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D&D BattleMap Using the UDK - Special Effects

Our battlemap is working fairly well at this point.  But unless our heroes happen upon one of our prescripted triggers, it's pretty static.  Let's add some special effects that we can toss out during...

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D&D BattleMap Using the UDK – Placeable Zones

Normally I wait until the end for the big “reveal”, but this is too cool not to show off:Our first implementation of zones involved creating a plane object with a scripted texture.  Color and text were...

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D&D BattleMap Using the UDK - Something Old, Something New, Something...

No new groundbreaking features this post.  We’re going to spend this time tinkering with what we have a bit.First order of business is fixing BMInteractObject(), which selects (picks up and drags)...

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Taking a Second Wind

There won't be a blog post addressing a new feature this coming weekend.  But I didn't want to leave you without something to play with, so I'm addressing a few questions asked in the comments:Our...

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D&D BattleMap Using the UDK – Transitions, Menus and Config Files

The UI for our placeable object commands isn’t quite ready yet (it seems everyone’s suddenly a critic), but this post we’ll introduce similar concepts while implementing another desperately needed...

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Basic MoveTo Behavior For Vehicles In Unreal Engine 4

Baldur's Gate, MechCommander, Neverwinter Nights, Dragon Age: Origins and Pillars of Eternity: games featuring squad-level real-time with pause tactical gameplay.  Those beloved franchises balance a...

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Improved MoveTo Behavior For Vehicles In Unreal Engine 4

After the previous post, we now have rudimentary MoveTo functionality for WheeledVehicle pawns.  However, locking the throttle axis at 1.0 causes some obvious problems steering around corners.Before we...

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Parking Using a MoveTo Behavior For Vehicles In Unreal Engine 4

Buckle up, this one's going to involve some math.  To keep motivated, let's remind ourselves what the goal is:Image from imdb.comThis is the view from the NPC.  Those would all be mine.Parking in a...

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Box Selecting Multiple Vehicles In Unreal Engine 4

We now have our top-down vehicle moving to a point-and-click destination, pathfinding, cornering and parking.  But one vehicle does not constitute a squad.I created a hierarchy of structs to setup team...

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Collision Avoidance for Vehicles in Unreal Engine 4

Now that we can successfully select a group of vehicles and send them to a destination together, we've exposed another issue: they are blissfully unaware of each other and collide like a demolition...

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Enemy Detection During a Custom MoveTo for Vehicles in Unreal Engine 4

Now that our vehicles can move themselves autonomously fairly well, we can have them check for enemies nearby during their travel.Unreal 4 includes a new Environment Query System, which will do most of...

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