WFC & Grunt work

I decided to switch out the hda environment from the proc Japanese castle with the WFC layout gallery. I have to hook up the unreal asset references again in the houdini so it can be instanced correctly. it’s quite a labourious process, it would be nice if you can just directly expose those end points and references them in unreal.

I then spent almost 2 hours fixing the collision bounds of the tileset (which i will likely to have to layout the collision bounds again with the proper tile set for the art later on. Environmental art has so much to repetitions involved. I am most probably not optimising for it.

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The next steps I wanna take is to find a shader for the environment material so that when the camera is looking through the environment, it can ray the walls.

I also probably need to fix some of the camera controls with the character movements because i feel like that right now everything is moving kinda too chaotically, it’s really hard to move the character and swing the camera view at the same time with the mouse.