Winds of Almerra

An open-world, melee RPG full of life built in UE4

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Scripting, Coding, Words, Colors

C#, C++ and other compiled endeavors

For mapping data elements, nothing beats spreadsheets.  When planning out massive game worlds, there is sometimes a need to align foliage, fauna or other data elements to world space to procedurally add various mechanics.  This is where a simple conversion script can come in handy to directly convert images to csv's.

Data Layering with Image to CSV Conversion

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(Happy data generated using 'B' color values, slightly warped just due to my column sizing in excel :) )

Easy peasy in C#!  The struct for the Y alignment columns needs be to setup in Unreal according to the image's resolution.  The above is using a 64 x 64 image, and is read/wrote using System.Data; and System.Drawing;

The method involves taking a specific pixel via:
System.Drawing.Color pixelColor = testimage.GetPixel(x, y);

and breaking it into its R,G,B component via:
string pixelColorStringValue = pixelColor.B.ToString("D3");

From there its as simple as adding the image.Width and .Height into loops based on a set image size to bookend the comma deliminator.  Now you can draw any kind of data within Photoshop!

Using a hidden static mesh as the base of the Boat--and a Skeletal version with jointed components as the visual version you can create a "stable" platform for movement and collisions while still allowing for simple rigged animations for oars or other props.  

 

Physics in-engine can then be used on an array of points by using: AddForceAtLocation(FVector(DampingForce.X, DampingForce.Y, DampingForce.Z + BuoyancyForceZ), TestPoint).


 

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The result of three panning sine waves in world space at z=26000 --a responsive, lightweight ocean system that can be pinged for Z values

Ocean Buoyancy & Walkable Surfaces

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