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    Development Update: 4/19-21/20...

    21 April 2016 , by Kaze of Kami

    Please Note: These are retroactive posts to show history and progress. Progress Update 4/19/2016: – Used Generated Asteroids and PullDownIt to create some precut pieces on Meteor_001 – Created a Meteor Actor that has all the pieces also setup with basic DM (Destructible Mesh) to test workflow – All piece DMs have their own health ... Read more

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    Development Update: 4/14/2016

    14 April 2016 , by Kaze of Kami

    Please Note: These are retroactive posts to show history and progress. Progress Update 4/14/2016: – Projectile VFX/Mesh is in with new glow materials – Got Refire on guns to work now too :Rant: Physics in Unreal is SUPER annoying to deal with. Ignoring Actors but generating simulation on other actor BUT NOT allowing to DESTROY actor in ... Read more

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    Development Update: 4/5/2016

    5 April 2016 , by Kaze of Kami

    Progress Update 4/5/2016: – WIP Gradient Roll added – GUNS!!!!! – DefaultGun and DefaultProjectile actor’s made – Input to ForLoop array of ChildActor’s (Weapon selections done through Contruct function) – Basic Muzzle Flash! – DefaultProjectile has a Diamond Texture for Tracer Placeholder Apophis Ing... Read more

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    Development Update: 4/23-24/20...

    2 April 2016 , by Kaze of Kami

    Please Note: These are retroactive posts to show history and progress. Progress Update 4/23-24/2016: – Added Spec to Earth – Added Cloud Shadows NOTE: (this is faked with another material running parrallel with the clouds and closer to the surface. Looks good from many angles, but some angles it looks like a distortion or fuzzy effect w... Read more

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    Development Update: 3/31/2016

    31 March 2016 , by Kaze of Kami

    Please Note: These are retroactive posts to show history and progress. Progress 3/31/2016: Environmental Tweaks tonight – Tweaked Atmosphere Fresnel to match that more of Google Earth 3D So for fun, I took a quick screen grab of Google Earth and lined it up with what I had in game for comparison. – Tweaked Ground to receive more ambient... Read more

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    Development Update: 3/30/2016

    30 March 2016 , by Kaze of Kami

    Please Note: These are retroactive posts to show history and progress. Progress 3/30/2016: – Aim Offset working with the HUD only – Using Scene Component instead of Billboard for AimOffset – Throttle and Current Speed are translated onto Ship – Throttle and Current Speed now showing on HUD – Physics Simulation now work... Read more

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    Development Update: 3/22/2016

    22 March 2016 , by Kaze of Kami

    Progress 3/22/2016: – Got Local offset on the Aim billboard working on Mouse and Gamepad input          – Found out the HUD can have the transparent Textures and look great – Setup lookrotation to be the new input Rotation for the spaceship – See Video below! – First time trying to setup Openbroadcaster with Unreal rec... Read more

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    Development Update: 3/17-21/20...

    21 March 2016 , by Kaze of Kami

    Please Note: These are retroactive posts to show history and progress. Progress 3/17-21/2016: – Been slowly working on the Input keys — W/S for throttle — Shift is for Afterburner – Added HUD setup of the ship for Throttle – Also removed Mouse visual (cross hair) and added a texture setup to be used on the ship for aim... Read more

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    Development Update: 3/14/2016

    14 March 2016 , by Kaze of Kami

    Please Note: These are retroactive posts to show history and progress. Progress 3/14/2016: – From Friday been tuning more of the materials on Earth – Created new Meteors from the Debris Maker 2.0 – Have  high polys and low polys of Meteors – Created a test Meteor to place in engine for reference – Did some small amount... Read more

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    Development Update: 3/11/2016

    11 March 2016 , by Kaze of Kami

    Please Note: These are retroactive posts to show history and progress. Progress 3/11/2016: – Implemented the Test Shader into Earth Orbit Map – Recreated Ground 1-4 and night ground 1-4 textures (auto mips at 4k, need to find a way around that for 8k rez) – Implemented Atmosphere, Cloud and Ground shaders – Created Actors to... Read more

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