i know it's no longer gay pride month, but it's disability pride month now and i still need your help! please check out my shop and see what i've made and hopefully give something a home!! i take tips too, and will love you forever ❤️ #bsnm
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Oh for fuck's sake.
I've got 32 gb and while at this point I probably could use at least 64gb, the amount of people who actually have that is too few to make it a requirement for opening a DEV level.
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My situation hasn't changed from last Portfolio Day (except that KEEPING TIME is VERY much live now!) so I'm reduce reuse recycling ✌️
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(Also while this project isn't completely ghosted, I did have to use task manager to close Unreal after one of the city sample levels took up all my cpu trying to load sooooo...definitely switching things up for the day.)
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ko-fi.com/oliviasnerdy...
That's about it for this thread, but expect more dev threads as I continue to get back in the swing of things.
I've got a ko-fi for tips that would certainly help with some high costs this month!
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Oof, yeah.
I got excited that it was updated for 5.4, but it seems my dorky little blender buildings that still need to be textured and properly UV'd are still very much needed.
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To be fair, this pack may have been intended to show the meshes for procedural set ups, as that's likely what was done, but even with procedural or waveform methods of building cities, you still need to find all necessary assets, and know how they fit together.
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(You can also utilize this method to adjust textures and lights for day vs night scenes, as you can start throwing in the nodes to do said switch, but that's bonus)
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That's right, blueprints aren't just for code!
Right click in the content browser, select blueprint, select asset, then in the blueprint menu, bring in meshes which you can move around and assemble. Then you drag in the blueprint!
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Also, as far as this pack goes in usability? Not that great due to having to dig through every single folder. The reference levels take forever to load.
Something that I've seen done in some packs, and would have been good here is using a blueprint to assemble buildings.
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In general, you want your subfolders to describe what's in them, and avoid using single letters or numbers. Numbers and letters CAN be used for items like "tallwindow_A" as that is implying there are other tall window versions.
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This...Isn't clear.
This is a bunch of letters not describing anything. I'm sure it made sense to the devs, but to anyone who wasn't a part of that process, it's confusing.
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Now, to be clear, if you're solo dev-ing it, then use whatever messy structure you want. Some of my own folder structures are a mess.
However, if you making a pack for other people to use then things need to be organized in very clear ways.
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Okay, about to call out one of Epic Games's official packs, but I'm digging through the city sample buildings one and seeing a lot of "what not to do" in environments where other people need to use your folder structure.
Yep, #gamedev thread time. 1/?
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Thanks! I was definitely prepared for the pushback, then surprised when it was a quick diagnosis.
Especially since my mom got the "well you're too flexible to be in pain" so...yeah. Familiar with some of the typical lines.
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(scribbles down) Oh I definitely have the beads for jewelry & keychains of that aesthetic lol.
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