HeatRay PhysX
For my sins...
It's extremely early days, but y'all may be interested to know I've taken on a side project to convert this map into UT4. This was part of a pack of maps that Nvidia created/submitted to the players way back in 2008? [citation needed] and was a showcase of the Unreal Engine and Physx, in particular the vortex/turbulence system.
https://youtu.be/xeEUQvG-bu4
So far, all I have done is the following which has taken me roughly 16 hours:
Still yet to do:
-4,959 static meshes aligned with the map (ha!)
-Over 170 materials with multiple parameters and instances
-35 independent terrain's
-Destructible physics on about 300 meshes (ha!)
-Brush flipping and ordering of the 743 additive and subtractive instances (ha!)
-Darkwalker animation, rigging and blueprint vehicular setup (lol!)
-Rain/hail and other weather effects.
-Tons of other stuff I won't bore you with.
The biggest pain is the static mesh alignment and nomenclature, as this is all manual and for each position on the map, I have to locate and find its original static mesh ID# inside UET3 and match it to an imported mesh inside UET4 and hook them.
As for the physics, this will prove to be an interesting learning experience for me, and certainly with the vehicular setups for the Darkwalker, will be good for future vehicular maps that others may wish to use moving forward.
Wish me luck!
Comment