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  1. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Hal9007 Took a little time to get around to this, but here are my thoughts: For now, I'd like to focus on things we can execute with confidence - WesterosCraftUnreal can read and recreate Minecraft world data, but the way we handle custom blocks, CTM, and textures are...
  2. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Thamus_Knoward Just bumping this up because I've started to get into understanding the UE editor. What would you like me to focus on here Hal? Texture stuff? Items? Meshes? Models? Getting everyone together on the story team? Let's open up our communication here!
  3. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Hal9007 pizzainacup wrote: Dunno if this is relevant to you Hal https://www.unrealengine.com/content/1c3ff01e749c4e48a7e8c24a7128ce24 Quite relevant, actually. It demonstrates a lot of the new 'open-world' features of version 4.7+ for the engine; unfortunately, it...
  4. Iwan

    WesterosCraft Unreal

    Note: Quoted from @mikeprimm Hal - have you had a chance to take a peek at the new 'open world' stuff, in 4.7? I know you're current code has some issues with the lighting changes on newer stuff, but I was wondering if this was going to wind up being important for anything done here...
  5. Iwan

    WesterosCraft Unreal

    Note: Quoted from @pizzainacup / @geeberry Dunno if this is relevant to you Hal https://www.unrealengine.com/content/1c3ff01e749c4e48a7e8c24a7128ce24
  6. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Hal9007 As I continue to roll out the client registration process, I've opened up a separate repository for the aforementioned launcher. I'm developing most of it from scratch; it will most likely develop steadily from the upper-level decisions made about the RPG. Check it...
  7. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Hal9007 Found this interesting blog post by the guy who wrote the BrickGrid plugin, which details the process he went through in setting up a voxel world. It's quite informing about how it works, and I recommend it to any coders. I'm starting to actually work on the netcode...
  8. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Thamus_Knoward I've just downloaded the Engine since its free now, and I will make sure to clone the repo sometime this week! After Winterfell has started I should be able to help work out the texture stuff you asked for previously!
  9. Iwan

    WesterosCraft Unreal

    Note: Quoted from @pizzainacup / @geeberry Thank you, will for sure give it a look. The blueprint system seems pretty neat. Seems Epic also released all their Youtube tutorials for free as well: https://www.youtube.com/playlist?list=PLZlv_N0_O1gaCL2XjKluO7N2Pmmw9pvhE
  10. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Hal9007 Cool - if you're interested in running the WCU client as it stands (and have a 64-bit system), you can do the following: 1) Install Visual Studio Community 2013 or XCode if you're on Mac, as UE4 depends on it to build the game. 2) Go here and download the repo...
  11. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Hal9007 Even refunded me $30 too - this is a huge statement toward developers and the industry in general. Got blueprint replication working last night; here's me simulating two clients and a listen server: The replication is more straightforward than I imagined, though...
  12. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Hal9007 Added a few basic, non-CTM textures from the WesterosCraft RP and worked on a graphical overhaul of the player environment. I also went ahead and ported the third-person framework, so that any work on server-client replication can be done alongside the texturing...
  13. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Hal9007 mikeprimm wrote: Some news that might be of interest: https://blog.mozilla.org/blog/2015/02/24/unreal-engine-4-7-binary-release-includes-html5-export-3/ Was following development of that closely; we're unfortunately stuck with 4.5.1 and below, because Epic removed...
  14. Iwan

    WesterosCraft Unreal

    Note: Quoted from @mikeprimm Some news that might be of interest: https://blog.mozilla.org/blog/2015/02/24/unreal-engine-4-7-binary-release-includes-html5-export-3/
  15. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Hal9007 pizzainacup wrote: What exactly do you need help with? Listing the textures? Yep, that and even comments here and there talking about the plans and usage for a particular block would be great.
  16. Iwan

    WesterosCraft Unreal

    Note: Quoted from @pizzainacup / @geeberry What exactly do you need help with? Listing the textures?
  17. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Hal9007 Ok - I started work on texturing today. The texturing system is going to require a few heavy rewrites, so I've created this Google Spreadsheet (you can also find the link on Asana) to keep track of each texture that gets transferred over, and the overall progress...
  18. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Hal9007 Cool stuff - that's as good an incentive as any to push forward toward a playable prototype, and it sounds like we'd really have to focus interest on aspects unique to our RPG goals to nab the described "wow" factor. A $5,000 base grant is a killer deal, so I'll...
  19. Iwan

    WesterosCraft Unreal

    Note: Quoted from @mikeprimm Hal9007 - I think you should take a look at this - https://www.unrealengine.com/blog/epic-launches-unreal-dev-grants
  20. Iwan

    WesterosCraft Unreal

    Note: Quoted from @Hal9007 Addressed a few null pointers and memory leaks this weekend, and I'm glad to say that I have the first working prototype of the AnvilGen plugin! Here is a single-player world based off the WesterosCraft 1.7.10 instance being streamed into Unreal Engine 4: Had to...