I have been working very hard on my lighthouse environment so much so that I have not had time to update this blog in a very long time.
So with that in mind here is an update for you all. Since there is so much I have updated I will use bullet points.
- I have now redone the land using the landscape tool.
- Adjusted the placement of many static meshes.
- Replaced the ocean static mesh with a fluid Surface actor and modified the material.
- Made a few new meshes, textures and materials such as tomb stone, oars and a lobster trap.
- Fake volumetric light added for the lighthouse that rotates.
- Total revamp of the post processing chain now with FXAA, Film Grain and Improved bokeh DOF.
- New Speed tree models added. One of which I made myself.
- Reworked the light in the game.
- Found a couple of light map errors that have now been fixed. Some were mine but some were UDK library ones. I am not happy about these being broken. Meshes responsible are:
- GenericFoliage01.trees.Mesh.SM_GEN_Foliage01_LargeTree01_Opt
- StaticMesh’GenericGrounds2.SM.S_GenericGrounds2_TreeVine1′
- StaticMesh’LT_Clutter.SM.Mesh.S_LT_Clutter_SM_Rubble4′
- StaticMesh’FoliageDemo.Mesh.S_RuinsTree_02′
- Added wind.
- Added decals for dead leaves and branches.
- General optimization and material error fixes.
I have some footage track coming soon. Cannot wait to show you.
Images below.