Seasons | Showcase | Unreal engine 4
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- Опубліковано 9 лют 2025
- Working on a tutorial.
Work in progress project based on a request. In this the idea is that over a set time frame the seasons occur in succession. This will mean for each season different scenarios are set up. I.e. In spring flowers and butterflies appear. In winter snowfall occur with cold winds and the disappearance for leaves and grass. A gradual colour change is seen though out the whole timeframe in the grass and leaf colour to try and reflect different seasons. ________________________________________________________
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Wow, that's beautiful man.
Thank you! :)
Hey, would you have any advice on how to handle level transitions when going between areas like in a Zelda game? Let's say you have a hub world with 3 different areas you can go to, when you come back how would you know which area you came from? Would it be with something like a series of Branches to ask if the player was in Level X/Y/Z and if so, teleport them to the corresponding location?
I would use a simple way. At the entrance have a collision box-enable player input if the player presses f I will use the teleport node to teleport the player to the other side. On the other side I would have another that would teleport him the first location. The location for the teleport will determine where he gets teleported each time.
I actually have a system set up for that to go between interior and exterior (houses and such) which have the houses loaded on the same level. I'm talking about something like Skyrim where there could be multiple exits to dungeons or houses located on entirely different levels. How do you tell which exit they came from?
I suppose if it's different levels then you can at each different exit, in the collision box blueprint set open level (name of your specific level) As there are no limits on how many collision boxes you have each will lead to a different level/place.
the way that grass grow is great , which method you used to show it like that i mean disappearing them and showing them again , with material ?
Yes indeed. I am in simple words using opacity 0 = invisible 1 = visible. I made a parameter collection for opacity and referenced it in the level blueprint then used a timeline to smoothly transition between 0 and 1 over 5 secs.
what technique did you use to make those trees move?
Those trees are from the trees library that was posted on unreal engine forums by someone for free. I'm sure you can download it too. I can't post the link until I get on my PC. I've only been playing around with some aspects of those trees haven't looked at how the swaying is done. I''ll look into it when I'm on next.
Alright, thank you