This was the last week before the Easter break and I had a
lot to do before going home. What I wanted to make sure I got done was all my
assets were unwrapped and ready to texture. I also had to get the level
streaming working on the level but the big thing that happened this week was
that I got feedback on my work.
I’m very happy with the feedback I got. On the container
city project, I was told that %50 of the work contribution. I don’t know if
that means out of me and the other 3 people in my group or if it’s only focused
on me. The character project I knew I had done really badly on this project and
I was hoping I would get the chance to redo it. Luckily I do get that chance to
do it but it mean I’m going to have to take some time off, the off the map
(OTM) project because the hand in is for the 24th April but good
thing is that we got a 2 week extension for OTM.
For this week I was working on getting all my assets unwrap
before I left so that they could be textured by someone else. I’m ok at UV
unwrapping but it not that fun and can be a little tricky to do right.
A problem we have been having with the level is the frames
per second (FPS). A good way to improve the FPS is to level stream. Level stream
is breaking up the level into smaller parts. Then can have these parts of the
level load in and out when you want to. This helps the FPS because the engine
does not have to work as hard loading everything in the level. I also got it
set up so that when you come to a door that needs to load the next room. The
door will not open until it has loaded the next area.
The problem with doing the level streaming now is that it
has broken a lot of the level blueprints because when you make a new level it
gives it its own level blueprint and any objects with its own blueprint can now
only be reference in that level blueprint. That means all the door locking
system and matinees are now not working and have to be put back together.