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Amir HM
Приєднався 15 тра 2013
Just another indie artist
Basic Setup Chaos Modular Vehicle Plugin Unreal Engine 5.5
This is the bare minimum setup to run the new Chaos Modular Vehicle Plugin in UE 5.5. At this moment, there is no documentation existed, only example plugin provided in UE.
This plugin still in experimentation stage and huge possibility the future setup will be different
Sorry the mouse is not recorded.
Music by Bensound.com/royalty-free-music
This plugin still in experimentation stage and huge possibility the future setup will be different
Sorry the mouse is not recorded.
Music by Bensound.com/royalty-free-music
Переглядів: 751
Відео
Battle mech - Creating damage model
Переглядів 2782 місяці тому
Creating damage model for my untitled battle mech game #gaming #mechwarrior #armoredcore #indiegame #gamedev #gamedevelopment #godot #blender3d
Battle mech stuff Overhaul the shooting and movements
Переглядів 8803 місяці тому
Current progress of my mech game development progress #gaming #mechwarrior #armoredcore #indiegame #gamedev #gamedevelopment #godot #blender3d
Battle mech stuff Godot Game Development Progress
Переглядів 1593 місяці тому
Current progress of my mech game development #gaming #mechwarrior #armoredcore #indiegame #gamedev #gamedevelopment #godot #blender3d
Battle mech stuff Godot Game Prototype 02
Переглядів 3734 місяці тому
Early prototype of my battle mech game in Godot. #gaming #mechwarrior #indiegame #gamedev #gamedevelopment #godot #blender3d
Adding more mechanics to my game
Переглядів 2247 місяців тому
My puzzle platformer gamedev progress. Adding more mechanics to my game #screenshotsaturday #unrealengine #gamedev #gamedevelopment #blender3d
Progress in the world creations for my indie game The Old Wood (temporary title)
Переглядів 678 місяців тому
Creating the world for my indie game. The focus is to find efficient workflow as solo dev for world building and adding gameplay related objects #sologamedev #unrealengine #screenshotsaturday #indiegamedev
Creating Player Object interaction for my UE5 game
Переглядів 2628 місяців тому
Creating bunch of puzzle interaction objects for my solo indie game project. Currently untitled #unrealengine #3dmodeling #blender3d #gamedev #gamedevelopment #indiegames #indiegamedev #screenshotsaturday
Solo Indie Game Development progress
Переглядів 8889 місяців тому
Blocking the environment/world building of my currently untitled indie game development project
Creating Level Editor tools for my indie game
Переглядів 629 місяців тому
Preview of tools I make for my indie game project. It is takes time to make, but as solo dev, it is crucial tools to make it finish. #unrealengine #gamedev #gamedevelopment #leveleditor #proceduralgeneration
Armored Speedster Futuristic Super Car
Переглядів 11810 місяців тому
Futuristic Supercar cyberpunk style original design. Video preview for Unreal Engine Marketplace product. #unrealengine #blender3d #substancepainter #cyberpunk #conceptcar #realtime #3dmodeling
Stalwart Humanoid Robot Video Preview Unreal Engine 3D Character
Переглядів 121Рік тому
Video review for my 3D character model available in Unreal Engine Marketpalace: www.unrealengine.com/marketplace/en-US/product/stalwart-humanoid-mech-robot-3d-character-model
What Im Doing 01 - Skinned mesh UE5 Blender workflow
Переглядів 168Рік тому
What Im Doing 01 - Skinned mesh UE5 Blender workflow
Weekend Waster Shmup Survival Action Gameplay
Переглядів 28Рік тому
Weekend Waster Shmup Survival Action Gameplay
Blender Geometry Nodes City Generator Learning Project
Переглядів 133Рік тому
Blender Geometry Nodes City Generator Learning Project
Oh My SHIP!! SHMUP Game Devlog Week3 RandomShip art test
Переглядів 372 роки тому
Oh My SHIP!! SHMUP Game Devlog Week3 RandomShip art test
Oh My SHIP!! SHMUP Game Devlog Week2 Screen capture
Переглядів 662 роки тому
Oh My SHIP!! SHMUP Game Devlog Week2 Screen capture
3D Game model - Ancient character pack
Переглядів 1458 років тому
3D Game model - Ancient character pack
Im Father (unfinished 3d beat em up game)
Переглядів 4279 років тому
Im Father (unfinished 3d beat em up game)
Is there a way to limit wheel traction? to make a rear wheel drive vehicle for example.
I have same question actually, the setting should be in per wheel basis. However, I couldn't find the variable to turn off receive drive input, even in the VehicleSimWheelComponent.cpp. DriveTorque variable is deep in the engine. I guess we still need to wait until this plugin is fully implemented.
@amirhm6459 unfortunately, yes :/ I hope they release it soon.
Gj go on pls
As a Battletech/Mechwarrior fan, i found this exciting
Thank you
Hi where is the plugin example? I found the content empty.
Hello, the plugin example is as separate plugin, search: "chaos modular vehicle examples" in the plugin window
@@amirhm6459 Thanks mate
Amazing, finally someone made this work haha, thanks!
thank you, hope it's helps
Grab the finished project here if you need: amirhm.gumroad.com/l/hjhnnb
Nice spaceship model. I like the mechanical animations.
Thank you
This is a fantastic procedural tool! The placement of buildings and stairs seems intuitive and easy to use. Scattering small props using physics calculations, then fixing them below a certain velocity is a great idea! I'd never thought of a method like this.
@@HitrylogyGameDev Thank you, the logic is simple actually, just like 2d tilemap but in 3d using modular pieces.
@@amirhm6459 Thank you! I'll start by thinking about the logic in 2D.
I'm jealous
haha thank you
Mech Warrior?😃😃😃
@@ロボ軍団作りたい人 yeah similar tank walker mech style
☺☺☺👌👌👌
@@ロボ軍団作りたい人 thank you
Are the individual body parts separate objects attached to a invisible skeleton? or is this some kind of shader magic?
@@zao7035 It is shader, only use one skinned mesh, one material instance and one skeleton. The booleans to turn on off is from the shader.
@@amirhm6459 Interesting, but how does the mech know which body part should be taking damage? And how does the bullet know if it should ignore arms that has already been destroyed?
@@zao7035 Great question, I make the system as individual components. There is bullet components, health components with colliders for each body parts, and shader component. Each body parts have individual colliders parented to the armature bones. The bullet can detect collision with the body colliders only, when the collision happens, the bullet will call the collider component to perform damage based of the bullet power. The body collider also will set the shader parameters if the body part health is below zero. It definitely takes more time to setup system like this, but I found component based system is very scalable in long terms and every change or upgrade on the component will not make other components broken
And to make the bullet not detecting if the body part is broken. Simply I deactivate the collider in health component when the health component is below zero. Specific for chest health component if the health of this below zero, will triggering the death sequence
@@amirhm6459 Thank you for sharing, I made a similar system a while back using an entirely opposite approach, I used separate mesh for separate body part, and I used inheritance instead of composition. And I now have a sudden urge to rewrite my entire project...
LETS GOOOO MECH CONTENT IN GODOT MY GOAT!
Many thanks!!
Looks good. Do you want little advise?
Yeah sure any feedback is appreciated. I can't implement all the feedbacks for many reasons. However, I will keep in mind and make your feedback as considerations to help me to make better game
@@amirhm6459 I highly recommend finding old Blizzard materials from the Overwatch developers. I really liked how they talked about the importance of the characters' gait. It can say a lot about the character himself, about how dangerous he is. Bastion's movement is a good example of bipedal movement. Unfortunately, I cannot find the exact title of the video or article. In the game you aim to show off a war machine. A heavy mech with weapons capable of penetrating heavy armor. Study the video of how tanks move. They cannot brake or accelerate instantly. Small and light details on them also allow you to clearly show the weight and acceleration of the mech. The guns of tanks and ships have a stabilization system. Although the frame can oscillate wildly, the weapon remains almost motionless. Divide the combat mech's movement into three separate parts. While the legs will move the most, the body should sway less as you walk. And your hands should remain practically motionless. If the HUD elements also move differently, this will create a great effect that the player is controlling the mech and not just seeing a stationary drawing on the monitor. HUD is not just information about how many lives and ammo you have. Through it you can convey the footsteps of a mech, the recoil of a gun shot, or a hit on you. Recoil of guns. Just look at the video "[1440P][Overwatch][60FPS] New Bastion: WHAT IS THIS BULLET SPREAD?" This is a great example of what a rapid fire weapon's recoil compensator would look like on a mech. Artillery is an excellent material for inspiration when you want to show how a powerful weapon fires. I hope these observations will help you do what you want even better.
Btw if you need sdx for the guns i can help youw oth that for free
Big thanks, really appreciated. I can't bother anyone for this project. When I need some and can give you something in return, I will ask you
Yo im excited
What is the goal of the game?
The game will be mission based combat mech game like Armored Core (classic) or Mech Warrior story mode. There will be many missions, but for the demo (on the way) there will be just one or two for testing the gameplay and gathering feedback about the gameplay
@@amirhm6459 That sounds awesome! A mech game like Armored Core or MechWarrior? I’m all for it! Having just one or two missions in the demo is a great idea- Can’t wait to see it in action!
You should work on that running animation. You tried to make it look like a human would run, especially with these arms movements. It looks too organic, and these movements are unnecessary when the movement is completely mechanical. Especially if during that movement the gun barrels are pointed towards the ground and almost touch it. Imagine if the robot ran somewhere else then on an ideal, flat platform.
Thank you for your feedback
For the running animation if you can try to introduce a gait to the waist, and add slight counter twist to the torso and have the arms remained leveled pointing to the enemy. That will give q motion that makes sense while remaining tactical and mechanical
@@defuncthusky6649 It would even be best if the guns remained perfectly leveled all the time no matter the movements, like cannons in modern tanks that are stabilised so the tank may shoot accurately while moving even on rough terrain.
@@jak00bspyr72 the gun is leveled, ofc the guns will counter rotate from the shoulders as the torso twists. But this is a mech with moving limbs not a rigid tank with 3 limbs (chassis, turret, cannon), if you want stable running you need to move abit. Besides in tansk shooting while moving is not very common
Thank you guys for the awesome discussions, the idea why the gun is not leveled when running is for gameplay reason, it is the substitute of dashing. And the mech cannot shooting during running It is mean for fast positioning without making it too powerful and make the walking obsolete. Thanks again, I will update the animations to make it better.
Honestly looks great
Thank you
Please continue, I insist!
@@krishonk7754 Sir yes sir!
It feel more real that good.
Thank you!
i hope you plan on adding component damage, whats the point of mechgame if you cant cripple your opponents or get crippled in a fight but still finishing the mission reagardless? healthbars are lame
@@Drakuba thank you for the feedback, yes this is important feature and was planned. However it will takes time to implement because there still tons of works to do in other aspects
@@amirhm6459 neat👍
Sheesh on a leash! Armored core 4 life
Let's goo!!!
I root for this, great work
Thank you for your support
looks good dude, GL with this project.
Thanks man!! Appreciated!
Looking pretty cool.
Thank you!!
Cool!
Thank you
Nice!
Thanks you
love the character, and i can only imagine what the environment will look like! good job and cant wait to see it progress!
Thank you, still working on it
A jornada do cubo de pau
That looks absolutely amazing, especially as you walk out of the pipe and the space opens up before you!
Thank you, I'm glad you like
Amazing, can't wait to see what it will evolve to
Thank you for the support
Very cool looking level design! I think the character could bounce a little more while running, as that would be more in keeping with how it has a breathing animation when idling.
That's really great idea, I will try to add more bounce while keep the movements robotic, thank you.
That looks awesome! Keep it up!
Thank you
Looks like it's made for Carmageddon Max Damage mod. But I actually like this design! :D
Thank you
You've done a great job bro! The video is so liiiit🔥🔥! If you're interested in Unreal Engine 5 and all its subtleties, don't hesitate to take a look at the page :) I hope it will help you get the most out of it!
Thank you for your kind words. Wow, your channel is really fresh, I will watch later and learn more about UE from your videos, thank you.
comedically chummy vehicle
Thank you
Amazing work! Are you willing to share your blueprints?
Thank you. Yeah I like to share the blueprint, but this physics setup is very trial bike specific. This is not good base for normal bike style like bmx or mtb. Maybe I will try to make physics bike setup for more normal bike so people can use it as base.
@@amirhm6459 Thanks for the reply. I would love to see the blueprints as they are. I am learning this stuff and would love to learn from your work. I am creating a Bali mountain bike experience as a learning project.
@@johntestement969 This trial bike project is not just a single blueprint, I make the wheel, the bike, the balancing, the weight shifting, the rider and so on, as separate blueprints. It is too complicated for learning. If you really want to learn, you can follow this unreal vehicle physics user guide: docs.unrealengine.com/5.2/en-US/how-to-set-up-vehicles-in-unreal-engine/ It is easy to follow. In this early video I use the unreal vehicle physics before I make my own setup: ua-cam.com/video/DCLMtNmXxIk/v-deo.html
Terbaik sampean mas, gk sabar buat maininya kalau udh bisa didownload ❤❤
Terimakasih mas Ung 🙏🙏🙏
promosm
looks awesome!
Thank you!!
Finished yet
Sadly no, I decided to abandon this project long time ago. And this year I started to make game again, this time is SHMUP game to learn Unreal Engine. Maybe in the future I will make beat em up game again
🏃 p̳r̳o̳m̳o̳s̳m̳
Very nice bro, keep going!
great work!
Thank you Spatzi :)
i just 3d artis with less skill on the programming, and i realize fighting game is very complex on programming, so its need good programmer to finish this, for now i not have enough time but if someone want to continue this game i will happy, all the game ideas still on my head, i can write downt to GDD
it honestly has a lot of potential
dude this looks like a good game why?? at least leave it with a community so people can continue with it. its good work would really be a shame to let it go to waste
thankyou guru :D
Bingo! :)