wCw MaYHeM

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Don't have any word to describe this so i will just say that "Kjkldklasjdkljlalsjdklajsdkljaskdjaklsd".
 

SLX

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Work in progress

JjimBob.jpg
 

Wolfpac_69

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I can't wait to see the finished product man Halloween Havoc was one of my favorite arenas,

I do apologize for my modding absence i had an accident at work but i am getting better now :)
here is a Wrestler update.. WIP
wV3EOtA.png

SRn3DVD.png

Credit:
IccoTrac's
Orson
SLX
KingKanyon
Dbs64
GazWefc
 

SLX

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Considering the amount of models, textures, and materials i've created thus far, I've began to wonder how much further we could take it. Wolfpac has already begun to add arenas into the game as i've posted them, but as a part of my desire to get reaquainted with game development and such, i've made a huge judgement call to forward the quality of the arenas even further by moving the arenas to Unreal Engine 4.

This will of course, probably increase that development time by a month or so. But because of the way 3ds max handles models and textures, I find myself spending hours fiddling with settings on each and every '.max' file I create just to get the right look. I want to further not only consistency, but also dramatically increase the quality of what we're working with.

Unreal Engine 3 gave me great results on the Pro-Wrestling projrect. I found it extremely easy to use (after a fair bit of training in college), and was only held back by my limited computer. But devkit features, as well as support, was always lacking for UDK and they stopped improving it nearly a year or more ago to make room for the latest engine. They also frequently changed editor functions, thus making the textbooks I learned from (on the Unreal Tournament/Gears of War version of the engine) obsolete with every new release.

I've been checking out the engine promotionals and they make it look super easy to pull off what I'm looking to do. Not only that, but the editor looks to function very closely to that of the UDK editor I was afiliated, if not dramatically improved for ease. 3ds max lacks the default ability to use many DX11-ish effects, and they have to be faked quite often, which is painstakingly difficult to deal with and makes me spend way more time doing stupid crap that i shouldn't have to do anyways.

SO here's the scoop. I haven't been posting much lately because I've been playing several next-gen titles, getting a grasp of what other artists are doing in professional games, and how they create their effects. I've also been doing a lot of research on improvements in game engines with full intentions to make the switch. You guys on board for this?
 

treefrog

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If you really want to do this because it interests you then do it. I can't imagine how much better the arenas can look. The game itself limits what can be done. The stuff you're putting out looks about as good as it can get unless the game models themselves are modified. I've yet to see anyone import models into the game. If someone could that would be the true leap in development.

So, if it interests you do it. If I don't have the foresight to see how much better the arenas can be then that's my problem.
 
D

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Rey is awesome! That face and attire pop for me. Concerning arenas, whatever keeps the interest right, to be honest. Do whatcha ya need to do to maximize the fun you get from it!
 

SLX

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This is only a work in progress, the uv mapping on the crypt turnertrons is far from final so don't judge the texturing job, i don't have it scaled at a 1:1 ratio yet because i'm simultaneously setting it up for static lightmapping.
eOhZ2hH.jpg

You guys should see this in realtime 60 fps. The particle smoke and spark effects are amazing.

This engine was designed to make it easy for people to develop a game. I got a 5 finger discount, but UE4 is available for use at $15/m, but includes access to ALL source code, free resources and demos to tear apart and replicate, and tutorials are readily available, step by step.

The amazing thing is, these particle effects are designed to run in-real time. All lighting is either lightmap baked, or globally illuminated. You could build a wrestling game at 60 fps with photorealistic graphics, and your character models need not even look any better than what they currently produce, as the engine will do much of the work. Somebody needs to be taking advantage of this.
 

SLX

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Final. You can put this in the game if you want, Wolfpac. Just be sure to use the full size image, not the scaled down thumbnail.

ipmFeOF.jpg
 
D

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I really like that, especially since it's one of my all time favorite PPV events. :)
 

treefrog

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SLX said:
You could build a wrestling game at 60 fps with photorealistic graphics, and your character models need not even look any better than what they currently produce, as the engine will do much of the work. Somebody needs to be taking advantage of this.
That's very interesting. Would it be possible to take the fighting system and character models out of NO Mercy then use this program. Or, would you have to build it all yourself.

It's all beyond what I can do but I am curious.
 

SLX

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You'd have to build it yourself, obviously, with UE4's new Blueprint's system, which replaces Kismet from UDK. It takes a little practice and experience but its actually really easy. Gameplay is controlled through a node-based scripting interface and gameplay examples are provided to give a starting point. The most work a gameplay designer would have to go through is rigging models and creating the entrance/taunt/move animations. Actually implementing the raw animation files and setting up the programming is relatively easy with some time invested.

I don't see why someone who spends time heavily invested in hacking no mercy and creating move hacks would not want to learn to make moves for a modern game, especially if its easy. I mean, 3ds max can be a pain in the ass to figure out, and I couldn't see many jumping over to doing animation, but theres gotta be someone out there with the animating credentials and wrestling move knowledge.
 

Fofo

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You just keep getting better and better! :)
 
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