Monthly Archives: May 2014

Comic Con London

Hello all! It’s Comic Con weekend in London!

We’re still cracking on with work on Eden Star, but we have sent ambassadors to Comic Con to spread the good word to good folks, and forsake the earthly pleasures of Comic Con.

If you’re there this weekend, keep your eyes peeled for the handsome visage of our Producer, Kyle!

flix kyle barbecue

Sadly, there are rules about having open flames on the show floor, so Kyle will only be serving up juicy game information. We’ll be right next to Turtlerock’s Evolve stand! Already seeing some awesome stuff out here!

We’ll update this post, Facebook, and Twitter as the weekend goes! Catch you later!

World Browser Work-around

This post is for our fellow UE4 developers, based on an issue that we encountered recently with UE4’s World Browser. If this post, and posts like these can help spare you headaches and turmoil, then that would be very gratifying for us!

If you are using the world browser to construct your world you may have noticed that cooking a build for a standalone game is causing the build to fail.
To overcome this issue until the next UE4 update first locate the DefaultEngine ini file and scroll down to the bottom of the page.

DefaultEngine-Location-1024x615

In the ServerDefaultMap and GlobalDeaultGameMode section change your map names to a standard default map e.g. =/Game/Maps/Example_Map

ExampleMap-1024x573

Now open the DefaultEditor file and add the location of your world browser map folder. This is to ensure the map and its packages associated with it are cooked.

DefaultEditor-1024x549

Proceed to the engine and cook the build as normal. Once the cook has completed return to the DefaultEngine file and change the map name back to the folder containing your world browser maps.

 

DefaultEngine-Change-Map-Name-1024x573

We hope you find this UE4 world browser work-around information useful and as ever if you have any questions please do not hesitate to contact us by email, or posting on the forum (links below).

Thanks for reading, and we’ll be back later with more!

Dev Update – Reactive Foliage

Hello once again!

Some of you may have seen a little teaser we posted on Twitter last week, but for those who missed it, here it is.

eden star day night engine timelapse

This beautiful little picnic location was made to show off some of the foliage our 3d artists have been creating recently, and also shows part of an accelerated day & night cycle.

However, this is not just eye-candy! Our foliage has function! Imagine that you’re out in the jungle at night, and out of the corner of your eye you see a disturbance in the bushes… That telltale sign gives you the valuable moments you need to fight or flee whatever lurks in the vegetation. If you choose to flee, your movement may be slowed by the thick undergrowth, allowing your pursuer to catch up and do all manner of terrible things to you.

To explain more about how we’re going about making these reactive foliage assets, check out the video below, made by our Art Director, Matt Clark.

 

 

For your enjoyment, here are a few more pictures!

eden star base lod templates

 

Some more of our terrestrial-style foliage. The white box in the middle is the height of the player.

eden star models grass ground plants

 

Some of the smaller plants and grass.

eden star planet

 

A beautiful shot through a jungle area, looking out over the landscape of Pharus 7.
Oh, and one more thing.

When you have a holiday home on Pharus 7, you simply have to keep out the riff-raff in the neighbourhood.

eden star good to have land

 

For context, these shields currently define the boundaries of the playable area, and will be pushed outwards as more content is added.  In the game lore, the shields hold out the toxic native atmosphere of the planet, allowing terraforming to take hold inside its perimeter.

Thanks for reading!