PROJECT STATUS
Code is ready for random loading and positioning of landscapes as the user moves through the terrain. Code has been modified for the animal AI to pace along and ahead in groups or solo critters. The coding of course takes some time and testing, so I have done the hardest part right? Now I am getting down the quirks and behaviors of Fluid Flux and all of the BPs and components attached to it. I am beginning to add levels to the randomizer as I add water. I am getting there. Then I will modify the terrains below to add an overabundance of water water water.
With U5.3 I decided to put nanite to the full test by having islands with their own landscapes and biomes within sight of each other. It is beautiful! But figuring out the viability of full nanite landscape and HLOD versus or with World Partition...
Discord users at the relevant asset sites and the local Unreal PDX (Portland) discord!
THE 4 ISLANDS
We have 4 islands close together with completely different biomes and a lot of open space. The aesthetic being demonstrated will be the balance of nanite, HLOD and demonstrations of landscape layer auto-material painting versus hand painting in the Foliage painting mode. All in close proximity and being able to see long distances. So far so good in 5.3's nanite landscapes!
Here is the initial list and short description of the assets of the 6 Spires - Over time, the POC will be further evolved to keep up with the Unrealverse and also to transition into the Nemo's Mind island. The POC will always be ground base - the heart and strength of the Nemo's Mind strategy.
The Reef
- Coastal water common to the 4 islands - this is the beautiful Fluid Flux Coastal and waves setup.
Grotto
- Thunder and lightning from either the tropical biome or the dynamic weather system
- Coral and the best underwater fogging and lighting from either the Underwater BP or Fluid Flux! Add pin lights for texture over the terrain
- Nautilus in ruins in the Grotto
- Slow huge Whirlpool on the pond outside of the grotto
- Decked out huge open cavern/grotto - Wooden balcony built up on the upper ledge within the grotto cave. Most of the material is obviously taken from shipwrecks. Look for a complete ship model to scavenge and use for trophies. All the fancy from the Victorian Train Station to us as rails and projecting platform to see down into the nautilus pool
- Opera House and the Sela mansion assets and place the iron globe from the City Park into the garden near the whirlpool
The Volcano Remains
- MAWI's Burned Trees Forest Biome and Mawi's Lava Desert Landscape
- Cliff Land's "The Remains"
- Tempted to add MAWI's burned skeletons to the bleakness - when you stumble on to them you will know why they were added
- Stark black and white
- Add interactive smoke/fogging and Fluid Ninja's interactive fire? So running through makes an eddy?
- All the drama - all the "wasteland" and all of the death and rebirth
The Desert Son and Oasis
Flooded Canyon
- Cliff Land's Desert Son landscape
- Indie Cat's Fenec desert Fox as the player character
- Giant stone creatures
- Flooded canyon. Maybe rising water. Character eddies and swimming below the surface to see up the canyon walls
- Add access to the top of a plateau in the middle of the canyon for high view - perhaps this is forced by being a blockade and can only go further by going up the cliff? Maybe an obvious diagonal trail visible on the blockade so know where to go - perhaps hand made shtuff? Or statues on it?
- Have giant stone creature rise through water and surfaces. And sinks - all with water interaction. This might be an area of dynamic water only for that spot. Or can this work with a fluid flux static mesh but make the object interactable like the character.
- Stone carousel with stone animals - slow rotation of the crown to attract attention - mounting platform starts all carousel movement - Have animals set to material that is stationary while animal moves through the material - railed ladder to roof for view as the carousel wings through the terrain.
Oasis
- MAWI's Dune Desert Landscape
- Fenec Fox
- Place the oasis in between plateaus that form their own twisted canyon that you can climb to see it all from above
- 3 linked ponds with stream coming out of cliff with ruins Middle Eastern ruins incorporated
- 3 water sources to bake up mesh map
- Interactive fog - Make the Fluid Ninja fog move over the terrain? So can see it going around the rocks? Maybe a couple of sheets or only one that follows the player as in the POC and then have a separate one that flows down the linking stream?
- Have lighting change form day to night by trigger - use atmosphere lighting only with out the directional light for moonlight! See moon in the oasis night POC!
- Use Dynamic Weather’s sand storm - Get rid of fogging
Jungle and Ruins
Tropical Rain Forest
- MAWI's Tropical Rainforest Biome
- The official demo of this MAWI product is a show off of the density of packed jungle with hundreds of assets. Hundreds of thousands of meshes packed so tight you can not see the tops of the trees in most of the map. Rising above the jungle canopy you see very little - only the carpet of the canopy. A true jungle! Out take on the exact same landscape height map shows the aesthetic side of their product. This is a typical example of the endless work by the developer being short changed by their demo map. The official demo as it is proves the power of their product. They need a second map to expose their cliffs and the tallest trees etc. We make a small copse of the same tree stand apart to show off the beauty. we treat the cliffs like trees. You will see in the Nemo's Mind version. And MAWI is welcome to either make a second map inspired by ours or take our files minus the Scans Factory Temple Ruins
- Leaf Ants, butterflies, and fireflies for night time
- Use one of my tropical plants miniaturized to cover the water/land transition
- Subtract some trees to make more clearings and increase the swamp size
- Already has walkways and ruins - make a clearing that starts from the walkways for a view from that
- Place the given pillar like rock structures in the clearings - Use pillars to make dramatic placements like Cliff Lands style but just by pillars all same height as the cliffs? Have pillars built out from the cliffs and then dotting the terrain along with the trees
- Use pillar rock towers like trees
- Survey the rain and the night maps to see if anything different? Or if it is all the same - look up the muddy vehicle tracks in outliner and see if all 3 maps the same?
- Solve the bad water shore blending! I need to be able to paint something on those or add rocks? Look up a solution at the market place?
- Need some tropical water river swamp? Bigger water swamp as in the map example - just bigger and more sunlight? Get the languid Fluid Flux swirls.
- Mix in the amazing Scans Factory's Temple Ruins with the jungle.
- Fluid Ninja fog flowing downhill
- William Faucher's Easy Fog on extents from viewing cliff pillars
Temple Ruins
- Spare modifications to, The Temple Ruins by Scans Factory, the most impressive aesthetics demo map on the marketplace
- Altered the light of the day and night - mostly by post process volume. See the official demo to compare how our mood goes from game and realism to more aesthetics just by lighting and mixing with other environmental elements like underwater and schools of fish.
- I will place pictures of the difference in lighting scheme here.