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Showing posts from May, 2024

Media Project Week - 8

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       Limitless Landscape with PCG This week was mainly solving the problem I was having with Landscape Texture and accomplishing PCG with the Terrains. Landscape Material working with two textures: One for Base and the Other for Slope Slope Texture Base Texture The problem was trying to improve line problems in triangles and vertices because that which was causing an issue with how the texture was being represented and that was the reason why it was showing black patches all over individual chunks. Then the other issue I tackled was how I need to implement Procedural Content Generation last week I learned how to implement it on Landscape but here it was totally different as the terrain I am generation it's not considered as Landscape in Unreal Engine. That's why I need to search a way how we can use PCG queries on this type of terrain. Searching through Discord forums which was created by Fetis, who I followed to learn about this Infinite Terrain Generation. After ...

Media Project Week - 6 and 7

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      Problems in Infinite Terrain Generation and Learning PCG (Procedural Content Generation) For week 6, I was trying to fix an issue with auto-material where I was trying to remove the grid lines from the terrain and find the root cause of why the terrain was not working with the blueprint system. Been trying to change things here and there but it's hard to figure out where things went wrong.  the Regarding the blueprints, I am currently having issues with my Texture of the terrain, so it could be clearer what is going wrong with the designs. Procedural Content Generation I'm diving into the capabilities of Procedural Content Generation (PCG) using Unreal Engine 5 (UE5). Inspired by the comprehensive tutorial video by Unreal Sensei, I'm eager to explore how various tools and features in UE5 contribute to creating expansive, dynamic open worlds. Key Tools and Features in UE5: Landmass Plugin: The Landmass plugin is pivotal for terrain generation, offering intuitive...

Media Project Week - 5

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     Auto Material and Improving the Terrain to Look More Realistic For week 5 I made progress on terrain generation where I was easily able to create new tiles with unique properties of the noise with the help of the Height Curve property in Unreal Engine.  Height curves allow you to add variation to your terrain.  It works by affecting the height of the terrain based on a curve you create.  The curve you create will determine the placement of mountains and planes throughout the terrain . Created a new Noise Parameter asset to easily adjust the default values of Noise being generated.  Then the place that I had the highest difficulty was assigning Noises to the chunk which can be represented by the below blueprint. In my blueprint it had an issue somewhere in the connection so had a hard time figuring out the issue and what was going wrong. Then by going through all functions able to figure out where I had loose or no connection in the chains of for l...

Media Project Week - 3 and 4

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    Creating Infinite Worlds in Unreal Engine: A Dive into Triangles and Vertices Creating infinite worlds holds a special attraction in the area of game development. It signifies unending exploration and diversity that sustain player interest and curiosity for long periods. At the core of this intriguing process lies the delicate waltz between triangles and vertices; indeed, these elements form the very basis of 3D landscapes. Triangles: Weaving 3D Realms Triangles stand as the simplest polygon able to delineate a plane within three-dimensional space. In Unreal Engine, they unify to create the mesh representing the surface of our never-ending world. Every individual triangle consists of three vertices— bare the simplest polygon that can't it is not their number that matters most, but rather their specific configuration which defines not only the shape but also the contour of the entire landscape we perceive. Geometry without Vertices: An Impossible Reality Vertices are more t...