Generate infinite interactable Pickup Truck variations with flexible, procedurally generated blueprint actors!

使用灵活的程序生成的蓝图actor生成无限可交互的皮卡车变体!

Texture Variations

Aged and mossy material variations. These variations all come with unique albedo masks allowing for complete control over the vehicle’s paint color, without affecting areas of the vehicle that are unpainted/rusted/dirty.

Number Plates

Number plate provided, or Intentionally left blank. You can modify the texture, or attach your own model to suit your game’s world!

Technical Features:

  • BP_Interactable (Main blueprint for interactable vehicle placement)
  • BP_Drivable
  • BP_FirstPersonCharacter (Basic FPS character that has been modified to send interaction events to the vehicle)
  • 8 Demo Maps

Number of Unique Meshes: 39 static mesh foliage components, 43 static mesh vehicle components, 2 skeletal mesh

Skeleton/Rigged: Custom skeleton

Collision: Yes, Custom/Automatically Generated

Vertex Count:

  1. Per Vehicle Average: 50,000-60,000 triangles LOD0 to 489 Single Drawcall Proxy Mesh
  2. Cinematic Moss: 469,000 to 5,000. With instancing and aggressive culling these can be used in-game, but they should be reserved for Hero Objects, Cinematics, or used with caution. All other assets/components are lightweight, this is included as a bonus for those who would like it.

LODs: Yes, made by hand

Number of Materials and Material Instances: 10 Master, 1 Material Function, 33 Instances

Number of Textures: 53

Texture Resolutions: 4k for most textures, 1k for proxy meshes

Windows/Mac: Yes

纹理变化

老化和长满苔藓的物质变化。 这些变化都带有独特的反照率面具,可以完全控制车辆的油漆颜色,而不会影响车辆未上漆/生锈/脏污的区域。

车牌号码

号牌提供,或有意留空。 您可以修改纹理,或附加您自己的模型,以适应您的游戏世界!

技术特点:

  • BP_Interactable(可交互车辆放置的主蓝图)
  • Bp_驱动
  • BP_FirstPersonCharacter(已修改为向车辆发送交互事件的基本FPS字符)
  • 8演示地图

唯一网格数: 39静态网格体植物组件,43静态网格体车辆组件,2骨架网格体

骨架/索具: 自定义骨架

碰撞: 是的,自定义/自动生成

顶点计数:

  1. 每辆车平均: 50,000-60,000个三角形10到489个单Drawcall代理网格
  2. 电影苔藓: 469,000至5,000。 通过实例化和攻击性剔除,这些可以在游戏中使用,但它们应该保留给英雄对象,过场动画,或谨慎使用。 所有其他资产/组件都是轻量级的,这是作为那些喜欢它的人的奖励。

Lod: 是的,手工制作

材质和材质实例数: 10个主控,1个材质函数,33个实例

纹理数量: 53

纹理分辨率: 大多数纹理为4k,代理网格为1k

Windows/Mac: 是的










Purchase the environments here.

Available in:

Pickup Hatch Two Pack

Civlian Vehicles Four Pack

Quick Start

PDF Documentation – Highly recommended

Discord – Need assistance? Send me a message!

Email – support@yarrawah.com

Videos

The Last of Us Inspired Scene by Michael Gerard

Trailer

BP_Drivable – 2.0 Update Showcase

Overview

BP_Interactable + Editor Optimizations (1500+ interactive vehicles, 120fps demonstration)

Proxy texture generation + adding new materials

Updates & Roadmap

Update 2.1.4 (27/08) is now live!

Change Log

Road Map

Overview

This asset is filled with a lot of features. Briefly, the main features are interactable vehicles, and drivable vehicles with multiplayer support.

  • All blueprints fully replicated for multiplayer
  • Infinite variations
  • Advanced Drivable Blueprint – Burnouts, screeching, tire decals, a complete lighting system (headlights/night-mode, brakes, indicators), engine/tire sounds, and satisfying physics. Drag and drop, and supports character controller switching.
  • Functional odometer/RPM + animated gear stick/steering wheel
  • Advanced Interactable Procedural Vehicle Blueprints that work with Foliage Actors for instanced, dynamic, destructible, and interactable vehicles.
  • Destructible (windows, side mirrors, wipers)
  • Advanced Event Buttons that allow you to regenerate the selected vehicle, or all vehicles on the map, for rapid iteration and prototyping
  • ~100 exposed procedural parameters
  • Fully customizable paint jobs – Custom Albedo Masks
  • Foliage and Moss Simulations – (22 unique foliage meshes and 20 shared foliage meshes per vehicle)
  • Expandable Proxy Mesh System
  • Custom hand-modeled simplified collision meshes
  • Hand-made and calibrated LOD’s and single draw-call proxy meshes
  • Animated, sound effects, particles – Game-ready and optimized!

Complete & Game Ready

This asset is game-ready. It contains animations, sound effects, and particles so you can be confident you are purchasing an actual game-ready asset, that can be drag-and-dropped, without requiring additional sounds or particles. The only setup required is for your character controller (<5 mins).

Drivable – Custom Skeleton and Skeletal Mesh

An advanced replicated drivable demo is included. Control the doors/boot/hood, wheels, and steering wheel. The gear stick will animate as the car automatically shifts gears. Swap between interior/exterior view, to view a functional odometer + RPM meter. Stationary burnouts,momentum-based tire decals, and sound effects are included, as well as satisfying engine sounds. Particles are provided for the exhaust, burnouts, and decals. The lights are fully set up with channel-packed emissive masks and configured lighting for realistic headlights (night mode), indicators, and brakes. These lights have been tested in different environments and look great out of the box.

A fully rigged Skeletal Mesh version of the vehicle is included. It has a custom skeleton and includes bones for:

  1. Each Individual Wheel
  2. Each Individual Door
  3. Steering Wheel
  4. Gear Stick
  5. Boot
  6. Hood

Level Designer Friendly

Level designer-friendly, with extensive designer tools, allowing you to generate thousands of vehicles quickly, without having to worry about performance (editor + ingame optimizations run independently). The designer tools are easy to use with event buttons, giving you complete control over the generation tools, as opposed to the construction script which runs on map load, etc.

Procedural Vehicle Generation

Produce near-infinite vehicle variations with the custom BP_Interactable blueprint. It includes ~100 exposed parameters giving you complete control over a generation. Tooltips have been provided for each exposed parameter, allowing you to quickly understand what each feature provides. A full list of parameters can be seen in the .pdf documentation.

Instanced Dynamic Meshes

Custom blueprint functions have been created to seamlessly swap instanced static meshes, with movable static meshes. This allows you have to thousands of vehicles while maintaining a reasonable number of draw-calls. This also allows for some parts of the vehicle to be destructible e.g. the windows, the side mirrors, windscreen wipers, and antenna. All of these dynamic meshes are cleaned up at a user-defined distance. More information can be found in the .pdf documentation. All LOD’s are made by hand and each LOD screen size is adjusted for the best results.

Foliage Tools and Integration

In Unreal Engine 4.25 above, the new Foliage Actor component is leveraged allowing you to paint and procedurally generate interactable vehicles into your map. This allows for rapid prototyping and can be useful for populating long stretches of highway, junkyards, etc.

Interior and Bonuses

A high detailed interior, bottom/base, and engine are included. Flat tire variations are included and tires can be removed completely with 3D suspension and axles being visible. These vehicles will look good from any angle, inside out or upside down. They are highly modular and highly detailed.

Foliage (Leaf/Moss coverage)

Mesh simulations are done outside of Unreal and imported allowing each vehicle to be uniquely cluttered with over 15 different leaf clutter variations and 7 cinematic quality mossy coverage variations.

Sound Effects and Particles

Sound effects are included for the lootable interactions. The doors will creak and slam shut. The leaves will flutter as they fall away when you open the boot. The glass will shatter with a satisfying effect. The engine will roar and the tires will screech. Each sound is configured with basic attenuation and 3D settings for convincing results when interacting with the vehicles.

Smart Actors

These actors can detect player distance, use almost no resources when idle, and clean up after themselves with a variety of optimization levels (medium and far distance). There is logic to prevent doors from opening when they shouldn’t or leaves from spawning when they shouldn’t. This product has gone through extensive testing to ensure no undesirable generation or clipping will occur when producing new variations. All optimizations run independently from each other allowing you to disable/enable them without concern.

购买环境 这儿。

可在:

皮卡舱口两包

Civlian车辆四包

快速启动

PDF文档 -强烈推荐

不和谐 -需要帮助吗? 给我捎个口信!

电邮-support@yarrawah.com

短片

我们最后的灵感场景 迈克尔*杰拉德

拖车/拖车

BP_Drivable-2.0更新展示

概览

BP_Interactable+编辑器优化 (1500+互动车辆,120fps示范)

代理纹理生成+添加新材质

更新及路线图

更新2.1.4(27/08)现已上线!

更改日志

路线图

概览

这个资产充满了很多功能。 简而言之,主要功能是可交互的车辆和具有多人支持的可驾驶车辆。

  • 所有蓝图完全复制多人游戏
  • 无限变化
  • 高级可驱动蓝图 -倦怠,尖叫声,轮胎贴花,完整的照明系统(前灯/夜间模式,刹车,指示灯),发动机/轮胎的声音和令人满意的物理。 拖放,并支持字符控制器切换。
  • 功能里程表/RPM+动画齿轮棒/方向盘
  • 高级 可交互的 与之一起工作的程序化车辆蓝图 树叶演员 用于实例化、动态、可破坏和可交互的车辆。
  • 可破坏的 (窗户、侧镜、雨刷)
  • 高级事件按钮,允许您重新生成所选车辆或地图上的所有车辆,以便快速迭代和原型设计
  • ~100个暴露的程序参数
  • 完全可定制的油漆作业-自定义反照率面具
  • 树叶和苔藓模拟-(每辆车22个独特的树叶网格和20个共享的树叶网格)
  • 可扩展代理网格系统
  • 自定义手工建模简化碰撞网格
  • 手工制作和校准的LOD和单绘制调用代理网格
  • 动画,声音效果,粒子-游戏准备和优化!

完成和游戏准备

这个资产已经准备好游戏了。 它包含动画、声音效果和粒子,因此您可以确信您正在购买一个实际的游戏准备资源,可以拖放,而不需要额外的声音或粒子。 唯一需要的设置是您的字符控制器(<5分钟)。

可驱动-自定义骨架和骨架网格

包括一个高级复制的可驱动演示。 控制车门/行李箱/引擎盖,车轮和方向盘。 当汽车自动换档时,齿轮棒会产生动画效果. 交换内部/外部视图,以查看功能里程表+转速计。 包括静止倦怠,基于动量的轮胎贴花和声音效果,以及令人满意的发动机声音。 为排气、燃尽和贴花提供颗粒。 灯光完全设置了通道包装的发射面具和配置照明的现实大灯(夜间模式),指示灯和刹车。 这些灯已经在不同的环境中进行了测试,开箱即用看起来很棒。

一个完整的骨架网格版本的车辆包括. 它有一个自定义的骨架,包括用于:

  1. 每个单独的车轮
  2. 每扇门
  3. 方向盘
  4. 齿轮棒
  5. 靴子,靴子
  6. 引擎盖

关卡设计师友好

关卡设计器友好,具有广泛的设计器工具,允许您快速生成数千辆车,而不必担心性能(编辑器+游戏内优化独立运行)。 设计器工具易于与事件按钮一起使用,使您可以完全控制生成工具,而不是在地图加载上运行的构建脚本等。

程序车辆生成

使用自定义BP_Interactable蓝图生成近乎无限的车辆变化。 它包括~100个暴露的参数,让你完全控制一代. 已为每个公开的参数提供工具提示,使您能够快速了解每个功能提供的内容。 参数的完整列表可以在中看到。pdf文档。

实例化动态网格

已创建自定义蓝图函数以无缝交换实例化静态网格体和可移动静态网格体。 这允许您在保持合理数量的抽签呼叫的同时拥有数千辆车辆。 这也允许车辆的某些部分是可破坏的,例如窗户,侧后视镜,挡风玻璃刮水器和天线。 所有这些动态网格都以用户定义的距离进行清理。 更多信息可在 .pdf文档。 所有的LOD都是手工制作的,每个LOD屏幕大小都被调整以获得最佳结果。

植物工具和集成

在以上的虚幻引擎4.25中,使用了新的植物Actor组件,允许您在地图中绘制和程序生成可交互的车辆。 这允许快速原型,并可用于填充长长的高速公路,垃圾场等。

内部和奖金

一个高详细的内部,底部/基地和发动机包括在内。 爆胎的变化包括和轮胎可以完全删除与3d悬挂和轴是可见的。 这些车辆从任何角度看都很好看,从内到外或倒置。 它们是高度模块化和高度详细的。

树叶(叶/苔藓复盖)

网格模拟是在虚幻之外完成的,并导入允许每个车辆独特地混乱超过15个不同的叶杂波变化和7个电影质量苔藓复盖变化。

声音效果和粒子

声音效果包括可抢劫的互动。 门会吱吱作响,砰地关上. 当你打开靴子时,树叶会飘动. 玻璃会破碎,效果令人满意。 发动机会发出轰鸣声,轮胎会发出尖叫声. 每个声音都配置了基本衰减和3D设置,以便在与车辆交互时获得令人信服的结果。

聪明的演员

这些actor可以检测玩家距离,在空闲时几乎不使用任何资源,并通过各种优化级别(中远距离)自行清理。 有逻辑可以防止门在不应该的时候打开,或者在不应该的时候离开产卵。这个产品经过了广泛的测试,以确保在产生新的变化时不会发生不良的产生或剪切。 所有优化彼此独立运行,允许您毫无顾虑地禁用/启用它们。

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