#Star Destroyer Map
44 messages · Page 1 of 1 (latest)
First thing's first, all credit for the original map goes to Bushy--he put in the time and creativity to build something inspired by the original Star Wars trilogy to look like the interior of a Star Destroyer. I helped get the bots working, and will be helping optimize the map wherever possible. The intent of this project page is to document those changes via a YouTube series, and will hopefully also serve to help newcomers understand the basics of working in Unreal and the SDK.
A quick overview of folder structure and staying organized when modding OHD.
Link to the SDK:
https://www.epicgames.com/store/en-US/p/ohdcore-mod-kit
Link to the OHD Discord:
https://discord.com/invite/drakelings
A quick look at materials in Unreal Engine and the OHD SDK, and how to set up your materials to use the correct bullet impacts in the game.
Link to the SDK:
https://www.epicgames.com/store/en-US...
Link to the OHD Discord:
https://discord.com/invite/drakelings
This is a slightly more advanced topic, but merging actors into a single static mesh can be useful for map designers who are looking to optimize a map after it's built or to make pre-built assets to save work in the long run.
Special thanks to Bushy for designing the original map and letting me help him work on it!
Bushy's channel:
https://ww...
First handful of videos. Nothing particularly mind-blowing, but I hope someone finds these useful. Merging is the process I'm using at the moment to shave down the number of actors on the Star Destroyer map, which sat at over 10,000 when I started. I've already shaved off 10 percent using this method, so I feel like I'm doing something right.
Keep up the good work man. Looking ace, let me know if you need anything
Just going for that JJ Abrams look 😉
Quick update: number of actors has been shaved down to ~3400, materials have been updated with proper bullet impacts, and I've added motion activated doors with sound effects! However, I'm unfortunately not able to push an update myself; only Bushy, the original modder who put the map on Steam, is able to do that. So after I finish reducing as many draw calls as possible, delete anything extra from the mod folder, and size down all the 4K textures to something more hard drive friendly, I'll send the files back to him to upload. Hopefully that will happen in the next week or so.
if you plan to cooperate more, it might be worth investigating github or plastic
Agreed, definitely gotta be easier ways to do this. Thanks.
@bold plank Howdy, I hear you're pretty experienced with rigging characters. Would you be willing to point me to some resources and/or answer some questions?
uh depends
On what exactly?
Sure. What I have (and I’m asking for Bushy as well) are some typical humanoid characters in an A pose (in this case, a stormtrooper). Just trying to figure out how to make it compatible with the existing character animations. Do you have anything you could point us at that worked for you?
hmmmm
i mean
i already have star wars models that work in ohd if you wanted them
but the only issue is hand ik
when ever you hop in a modding vc just ping me or sum
I appreciate the offer, but I'd really like to know how to do it myself so I can import whatever characters I like. In any case I'll reach out when I can, thank you.
General announcement: v1.1 of the Star Destroyer map has been uploaded. Total actor count has been reduced from 10k+ down to ~3100 by deleting excess items and merging wherever possible. Between that and changes to lighting and post-processing, should run much better now, and shouldn't be quite as dark. Changed all materials to have proper bullet impacts, added motion-activated doors (green lights mean you can pass through it, red means it's locked), and added some ambient star destroyers flying outside the main map against Bushy's gorgeous skybox. Please give it a try and let me know if you have any feedback that I can pass on to Bushy (he's the only one who can upload changes to the workshop).
Also downscaled all textures to shave down the file size by about 400 MB.
yeh
This video is primarily intended for Bushy, the original creator of this map, to demonstrate what changes I had made. That's why it's addressed to him in particular, but there's a lot of information here that others could find useful, so I will make this public.
In this unedited video, I touch on lighting, post-processing, and some simple bluep...
This video goes over most of the stuff that I altered throughout the process of optimization. It's unedited and I kind of ramble in places, it's an hour long, and was intended only for Bushy, which is why it's addressed to him in particular. However, it's got some information in there that folks might find useful related to lighting, postprocessing, and simple blueprints.
A hotfix was also pushed out immediately after my version went live because I forgot to include a cubemap in the mod folder. Remember kids, everything in your mod has to be in the folder... It's fixed now though, looks much better.
#operationharshdoorstop Greetings, I'm working on a stormtrooper faction but I've hit a snag - the enemy can't see me? Comments below if you know the answer, or just something amusing if only to keep my spirits up....cheers bushy
This is Bushy's channel. He's been having a hard time getting the Stormtroopers to function. At first the skeletons were stuck in an A-pose when spawned. Now they will use the animations, but attempting to use an imported weapon breaks those animations, and furthermore the characters are now "invisible" to enemies, who don't shoot at them. Very strange.
man it would be easier if he was in here
dont you think ?
Looking great, nice job! How did you get the animations to work?
Bushy
i'm not sure? for the last 3 weeks i`ve been trying everything......this model uses the ur4 mannequin..... https://sketchfab.com/3d-models/ue45-storm-trooper-rigged-game-ready-077bbe07d52f44c18ef9f30422d50ee5 ....and somehow it just worked? i was shocked too......
yeah well OHD uses UE4 manequins so thats why it works.
If the other models he used in the past didnt, it's normal that it didnt work
I completely agree, he should be in the Discord. He just would prefer not to, whatever his reasons.
welp, i asked him to join, if he doesnt, his loss im not gonna troubleshoot on youtube comments lol