![]() Here I could have blocked moving left and right on this tile (no matter what is to its left or right). But if essential 2D parts are getting ignored since 4.0 or in years, since 2014 (almost a decade), then thats not a good outlook, especially if some other parts of Epic seem to actually like 2D, proof of that is the Megagrant for PaperZD ( PaperZD in Code Plugins - UE Marketplace ).Īnd i guess, threads like this here wouldn´t even be necessary, if Paper2D stuff would get some updatesĪnd again, hope you understand, that this is not against you, you are infact one of the really helpful and nice people here, it´s just, that Epic should really reconsider some fixing and updating on long broken stuff. It’s going to take some proper wrangling to get it in order, but we’re hopeful for an improved experience for 5.2.ĭon´t get me wrong, nothing of that is your or any other mods fault. Hey folks - we have a member of the team working on a variety of fixes for the Orthographic camera. Orthographic Camera appears to be broken in UE 5.0 Feedback & Requests Rest is the same, the tents are still separated into two layers. In that video i just forgot to turn on subsurface scattering for the tents, so the upper part looks kinda bad. Everything, that is at the same height as the player can go into the background/main layer, everything, that should be able to be on top of the character, or to cover him, can go into the foreground layer. one background/main layer, and one foreground layer. The easiest way to get your desired effect is to separate your tilemap into layers, f.e. Thats why the lights affect the background.… I just changed the Paper2D sprite materials from an unlit to a lit version (and let them cast shadows), and added an emissive slider for making it visible even when no light is nearby. I used UE4s Paper2D and followed this tutorial: Water tiles I ripped from the upcoming game Mina the Hollower.Since i played with 2D Sprites and Tilesets for myself at the weekend, here is how my described version with separation into background and foreground can look like: GBC-styled 48x48* portraits for Oracle of Ages characters. Tile sheet and demo quest made for setting up combos for Relational and Dungeon Carving modes Relational and Dungeon Carving template EX No new colors needed.Įxtra dungeon walls for the Firebird tileset. New clear water tiles with a ripple effect for Cambria. The LTTP wall decorations you know and love, shrunk down a bit. ![]() The sprites didn't line up perfectly, so I used them as a reference to make these Lizalfos. These are based on the sprites done by Leinglo on Deviantart. New GFX Dungeon's Temple for Classic/Cambria This is the custom castle tiles i have made. ![]() Anyways I hope you'll make use of these, especially in conjunction with my DOOM monsters. I might add more content to this latter down the road and even attempt a set of Hell Dungeon Walls that are based on the iconic green marble that's in most hell levels in Doom (and many Doom Megawads!). With what I know now I believe this is a major improvement. It's been a long time since I've gone and sprited some dungeon walls and I was wanting to revisit my older DOOM dungeon walls. I decided to go ahead and create a set of dungeon walls based on the iconic green marble wall textures that appear in classic DOOM's hell maps. Mucktorok, in both Octorok and Shark form, with 8 directional movement and attack pattern sprites.ĪLTTP Styled DOOM Hell Marble Dungeon Tiles ![]() Includes variants for every standard PTUX ground tile, plus the stony ground tiles from Pokemon and a transparent variant.Įxpansions to original LttP Mountains such as a GB-style "pancake" mountain set The mountains from Pokemon Fire Red/Leaf Green, properly set up for usage in any Pure Tileset- to be eventually included in PTUS's Final release, but also as loose tiles for anyone using an older Pure set. ![]()
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