- 137
- 70 312
Matt “Fatmarrow” Farrow
เข้าร่วมเมื่อ 1 ส.ค. 2013
I aim to make entertaining videos to share my misadventures in Unreal Engine so that you can avoid my mistakes.
If you want to chat about anything here, come by my Discord channel discord.gg/9h4thmf
If you want to chat about anything here, come by my Discord channel discord.gg/9h4thmf
Preview of 'Destroy Asset' mission objective
This shows the 'Destroy Asset' objective type in the forthcoming 'vertical slice' mission in v1035 of Ground Branch. It is a work-in-progress.
In this case, the player sabotages an AA gun using a new SLAM charge. In detonation mode, the player manually detonates the charge, causing an instant explosion but attracting enemy attention. In the timed mode, the SLAM charge lies dormant for the rest of the mission, and detonates after exfil for a more silent, if less kinetically pleasing, alternative.
In this case, the player sabotages an AA gun using a new SLAM charge. In detonation mode, the player manually detonates the charge, causing an instant explosion but attracting enemy attention. In the timed mode, the SLAM charge lies dormant for the rest of the mission, and detonates after exfil for a more silent, if less kinetically pleasing, alternative.
มุมมอง: 536
วีดีโอ
Preview of 'Intel Search' mission objective
มุมมอง 530หลายเดือนก่อน
Shown here is the 'Intel Search' mission objective in the forthcoming 'vertical slice' mission in v1035 of Ground Branch. Here, the player must find a certain, gently randomised, number of bits of intel. Intel can be gained from flash drives and cell phones left around the area, or from searching cabinets and drawers.
Preview of 'Scout Location' mission objective
มุมมอง 737หลายเดือนก่อน
This is a quick run-through of the 'Scout Location' mission objective in the forthcoming 'vertical slice' campaign mission in v1035 of Ground Branch. A number of locations have to be visited to complete the scouting. The number of locations required to be visited is randomised gently. The player can visit any combination of predetermined scouting locations. Mission objective updates can also be...
This is why your Unreal Engine blueprint is breaking when you use random numbers
มุมมอง 1122 หลายเดือนก่อน
A bold claim... but I think you'll thank me for this if you didn't know it already. In brief: if you take a value from a random number node in an unreal engine blueprint and you use it more than once, the value will change. This can lead to some horrible bugs that are hard to diagnose. Solution: sample random number once and put it in a variable. Use that variable more than once. There is a muc...
New underwater effects and time of day transitions in Ground Branch v1034
มุมมอง 1.9Kปีที่แล้ว
Time of day transitions are now smooth/animated when changing the time. If you stay underwater too long, you will get increasing out of breath effects and then be forced up out of prone. Effects are a work in progress.
Ground Branch head cam (work in progress) - killhouse training
มุมมอง 3.4Kปีที่แล้ว
Ground Branch head cam (work in progress) - killhouse training
News helicopter in Ground Branch City map (night time)
มุมมอง 1.7Kปีที่แล้ว
This is a feature that will debut in Ground Branch v1034 (currently in development, no official release date yet). Come find out more in our discord channel: discord.gg/ygdnD9q39q
Cemetery digger drive
มุมมอง 5122 ปีที่แล้ว
To celebrate finishing a first pass on all the above-ground features of Cemetery (excluding map border stuff), I decided to take the digger for a joyride around the cemetery. It ended how these things normally end. (I will probably not make it a drivable vehicle in the final map - sorry.) This is going to be a modded map for Ground Branch, appearing hopefully soon.
Cemetery map - flyby B (catacombs route)
มุมมอง 2282 ปีที่แล้ว
You've seen this before - just updated with more areas filled out now This is a custom map by me (with a little help from David B on an urn prop) that is going to be a modded map in Ground Branch when modding opens up. Since I am myself working on opening up modding in Ground Branch, I better get a move on...
cemetery fly-through 6 June 2022 update
มุมมอง 2732 ปีที่แล้ว
It may not look an awfully lot different to before, but I have put in a few more assets and areas
Brief playthrough of "Fish Tales" classic Williams pinball table in Pinball FX3
มุมมอง 862 ปีที่แล้ว
I fail hard on the first go. Also on the second, but at least I get a multiball. In my defence, there is a lot of lag when controlling the flippers (similar to the original, I guess). All the artwork, 3d modelling, sounds and gameplay are from the original table, released back in 1992.
Ground Branch mission editing walkthrough: making Storage Facility (Underground) TH
มุมมอง 2.3K2 ปีที่แล้ว
Here is another walkthrough of making a variant mission for Ground Branch, but for a Terrorist Hunt variant this time (again for the Storage Facility map). It is worth noting that the AI should be changing a lot next update, and the nav blockers are a very temporary solution to certain kinds of adverse AI behaviour in 1032.
Ground Branch mission editing walkthrough: making Storage Facility (Storage Caverns)
มุมมอง 6362 ปีที่แล้ว
I thought I'd just hit record while I was making a small new deathmatch mission (Storage Caverns) for the Storage Facility map. Deathmatch is probably one of the easiest game modes to set up, and here is how. (Apologies - I am a dumdum and didn't resize the game to 1080p before recording, so the top and bottom of the screen are clipped off).
Part 54: A ramble around my new Cemetery map (WIP)
มุมมอง 2753 ปีที่แล้ว
I take a ramble around the new Cemetery map, which is still very much a work in progress. I look at how I make various assets and integrate them into the level.
Cemetery map custom assets
มุมมอง 953 ปีที่แล้ว
So far I have used a ton of marketplace assets for my Cemetery map (work in progress). Early fly-by of part of it here: th-cam.com/video/AIAEMvsHRmY/w-d-xo.html In case you were ever going to shout 'asset flip!', here is a little walk through nearly all the custom assets that I've made for my Cemetery map, mostly based on photographs I have taken on site visits to multiple cemeteries. I think I...
Tech demo: placeable wire for remote detonation
มุมมอง 1303 ปีที่แล้ว
Tech demo: placeable wire for remote detonation
Part 53: Dynamically generated 3D house numbers
มุมมอง 1533 ปีที่แล้ว
Part 53: Dynamically generated 3D house numbers
Random prop manager tech demo 4 (?): 'on entry' prop spawning
มุมมอง 1023 ปีที่แล้ว
Random prop manager tech demo 4 (?): 'on entry' prop spawning
Tech demo: Random prop manager editor plugin
มุมมอง 423 ปีที่แล้ว
Tech demo: Random prop manager editor plugin
Walkthrough of new Insurgents checkpoint scenario for "Macedonia" map for Insurgency: Sandstorm
มุมมอง 4693 ปีที่แล้ว
Walkthrough of new Insurgents checkpoint scenario for "Macedonia" map for Insurgency: Sandstorm
Tech demo: using light flares with dynamic lights for creating illusion of better lit night scenes
มุมมอง 903 ปีที่แล้ว
Tech demo: using light flares with dynamic lights for creating illusion of better lit night scenes
Walkthrough of new Security checkpoint scenario for "Macedonia" map for Insurgency: Sandstorm
มุมมอง 2593 ปีที่แล้ว
Walkthrough of new Security checkpoint scenario for "Macedonia" map for Insurgency: Sandstorm
Calling in an airstrike solo with the Easier Fire Support mutator for Insurgency: Sandstorm
มุมมอง 2.2K4 ปีที่แล้ว
Calling in an airstrike solo with the Easier Fire Support mutator for Insurgency: Sandstorm
Part 50: a recap of skybox texturing methods
มุมมอง 1494 ปีที่แล้ว
Part 50: a recap of skybox texturing methods
Part 49: Fully dynamic lighting (part 2/2)
มุมมอง 2764 ปีที่แล้ว
Part 49: Fully dynamic lighting (part 2/2)
looks sick,can't wait .
so stand around and watch some progress bar go across the screen.. riveting "mission" gameplay
I accept this is currently basic in terms of gameplay, though this is just one of a set of mission objectives. We may iterate on the mechanics somewhat, but if you want a lock-picking minigame, you're probably looking in the wrong place.
Game name??
This is Ground Branch, which is currently available in early access on Steam
well this looks boring, still with the audio depth of an xbox 360...
oh wow that looks bad
Any idea if the remote detonator will be given any range limit or not?
Yes, it has a range limit. Around 50m felt right?
Would the sound of the explosion alert all enemies on the map? If not (e.g for gameplay reasons), then how far a distance would the enemy AI be able to hear it from?
It will generate a large sound alert using the normal system for reporting sound to AI. It will indeed likely not be map-wide for gameplay reasons. Short answer: NFI
@mattfarrow9577 Cool, thanks Fat
That was.. slightly underwhelming. And a charge on the ground, underneath an amoured vehicle wont do much, unless its pretty large, or en EFP aimed up.
We have already iterated on the explosion FX to make that a bit more substantial. We have taken advice on this and it would be a disabling effect due to a shaped charge penetration. Wouldn't necessarily look like much at all, but it's a game at the end of the day...
This tutorial helped me out so much with my own mission making . It was pretty straight forward after that (I have Arma 3 mission making experience) even though the editor is limited I have still been able to create some alternative missions and many different skins for the ai, PMC, criminals, somalian pirates etc. Thank you for the video though and love the game.
for that explosion the damage is exaggerated... Or for that damage, the explosion is very poor. 🫠
Why was there no fire in the explosion?
@hardcoregames6439 The SLAM device is a shaped charge that has more of a disabling than explosive effect, though in this case it may make sense to model the exploding missiles better. We will likely iterate on it.
Really glad about the implementation! I especially like that there are actual logical and realistic objectives instead of just "kill enemy = win". Great job!
Thanks - that is definitely our aim
Unexpected at first, but on second thought a reasonable choice by UE5 devs. Makes the node behave like a piece of code would - for every call to get_random() you get a new value.
I can confirm also a choice by UE4 devs. It is what it is, but as a counterargument: efficient/common blueprint design involves taking a single value and taking it to multiple places via multiple nodes. For everything except random numbers, this works, and works well. So it is quite counterintuitive in that context.
when you post these vids do you do so knowing yt to mp3 exists and audacity the software came out in the early 2000s?
Buying this tomorrow !!!
doesn't padding to power of two break UVs?
Padding, yes. Resizing to power of 2, no. Not ideal with low res source material, obvs.
is there not a way to do this by downsizing the image to 2048 then taking the resulting width and adding or subtracting numbers until the width can be divided by 8 and that result is an even number? Maybe im remembering the method wrong. IE i have a 4kx6k image i want to maintain the aspect ratio. PS downsized it to 2048x1365 i could set it to 2048x1024 and be fine but why wouldnt 1368 work as a power of two?
1368 is not a power of two in the normal sense, by which I mean 2^N, e.g. 1, 2, 4, 8, 16, (doubling each time)
You are thinking of multiples of two perhaps
@@mattfarrow9577 yes that makes sense i guess i was mis understanding. It's what we did at a past job to get images to work,. we would do that then run a script which im assuming is what would then set it as a power of two. Thank you for the correction
Bro, you never fail to impress. Hope you are doing well! Have you thought of bringing some of your maps including macedonia to ohd?
Thanks - I am a bit tied up these days as a Ground Branch dev, but I will for sure be bringing them there in due course
I have a feeling that the modding system will provide everything I need (and others)
@@mattfarrow9577 Sick to hear you have been doing dev work for GB. Is there an sdk for it now?
Yes, but not quite ready (not all our fault) and we will deal with it in a point release.
Is this game still being worked on? If so, i cant wait for full release.
very much so - v1034 release very soon hopefully
Thank you Matt for the very helpful video!! As an example of how much more efficient power of two textures can be: Texture Dimensions: 6144 x 3947 Mip Gen Settings: No MipMaps Downscale: 1.5 Compression Settings: Default (DXT1/5) *Max In Game* : 4096 x 2632 *Resource Size* : 42112 KB Texture Dimensions: 6144 x 6144 Mip Gen Settings: No MipMaps Downscale: 1.5 Compression Settings: Default (DXT1/5) *Max In Game* : 4096 x 4096 *Resource Size* : 8192 KB 😲
Wow, that's a striking improvement
@@mattfarrow9577 Yes, it certainly is! One final note I found is that "Never Stream" is force-enabled (meaning you can't use Mip-Maps), if just one of the two dimensions of your image is *NOT* a power of two. You can use the built-in "Pad to Power of Two" options, but it behaves oddly with some input dimensions. I ended up pre-scaling and padding the image in GIMP to a power of two for better control. Thanks again for your video!😄
would be cool to have the weapon model looking wet after getting up from under water BF1 had this kind of effect, crawling in rain and mud it would show on the model
We have this in mind for future, but we want to do some testing before committing to underwater prone being possible
I love this, even just for the cinematic-ability.
hell yeah!!! love to see this game be worked on and progress :))
Please keep this, even if it's a useless feature gameplay-wise, rising from the water with an MP5SD just feels too cool to scrap
Looks really good, nice work 💪
I cannot validate my map. Doesn’t show me spawnpoints when i want to go in game
Can I suggest going to the Ground Branch discord #modding channel and asking there? Easier to give you help there
@@mattfarrow9577thanks
So I have a giant mall on UE5 and bought Breakable Glass from the store. Is there any easy way to replace all the glass with the breakable one?
Hard to say. That really depends on how both things are set up
This is the worst video I’ve seen EVER! CAN YOU TALK OR TYPE? Well the worst video I’ve seen was girl with donkey in Tijuana
The ai is not attacking and they are not dying
in your mission? Not sure about the not dying bit, but AI will only work if they are placed inside the normal areas of the map (so they are on navmesh)
is there a specific time we have to set for this helicopter to spawn?
Nah, works at all times of day
bro skidaddled 😭😭😭
Awesome!
very cool, looking forward to seeing this in game
This game is absolutely fantastic I've always been a massive fan of tactical shooters and I just bought this today, I must say this might be one of the best tactical shooters I've actually played considering It's in alpha and so much more to come. Hope you guys never ever give up on this project it's wonderful!!
Thank you for your kind words. We're not done till it's done.
Have you tried doing something like this for a cubemap? th-cam.com/video/zIrH4Sbtnl0/w-d-xo.html This way you can place cameras around where you want your reflections to be.
gmod realism 2
really awesome!!! I personally think it should eventually replace the regular first-person spectator camera. so that people who are dead and spectating will all stay immersed.
No.
DISCLAIMER: Usage of Helmet-Cam does not necessarily increase situational awareness of Operator. :D
Maybe put it closer to the side of the helmet and let us see the helmet itself a bit too? Also some delay/smoothing of the camera relative to player mouse movements.
I agree it would look quite cooler this way!
Seeing the helmet is problematic because of all the different styles and attachments (so we hide it completely). Smoothing could be a good idea. We will no doubt iterate on this before the next update.
@@mattfarrow9577 that makes sense. One possible solution to seeing the helmet could be a contour camera type attachment on the top right of the helmet, where there currently are no attachment slots (and it’s generally not used for anything but a helmet cam) that said, I understand the concern either way and I think it looks good!
There also comes a point where you have to draw a line and say that a feature needs this much dev time and ideally no more :)
awesome