Post Apocalyptic World: Unreal Engine 4 Documentation

Getting Started

Overview

Post Apocalyptic World contains over 100 AAA models to create your own abandoned city. With over a dozen ground foliage (bushes, grass, and weeds) and 3 species of trees (with variations), it’s a simple drag and drop to create a lush and overgrown looking environment. Easily fill up your world with houses, stores, and industrial buildings.

All the houses have interiors and multiple floors that can be filled with basic props such as couches, chairs, tables, cabinets, and even a kitchen. All props come with collision and LODs for a streamlined experience. The foliage tool can be used to add the final touches by painting in vines on buildings and broken rubble, bricks, trash on the ground.

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File Structure

Audio

  • Contains ambient world sounds

Blueprints

  • Contains blueprints for doors

Materials

  • Contains all materials in the world

Models

  • Contains all static mesh assets and FBXs

Scenes

  • Contains 3 scenes. Main demo scene, a speed level scene, and an asset scene where all the assets of the pack are laid out nice and organized for easy inspection.

Textures

  • Contains all UE4 textures and TGA assets.

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Changelog

Version 1.2

Enhancements

Unreal Engine 4.8 / Unity 5.0.2 / Source 

  • Added LODs to ground debris

Unreal Engine 4.8

  • Tweaked material foliage parameters
  • Reorganized Asset scene heirarchy

Bug Fixes

Unreal Engine 4.8

  • Fixed lightmaps overlapping UV issues

 

Version 1.1

Enhancements

Unreal Engine 4.8 / Unity 5.0.2 / Source 

  • optimize trees polcount (All LODs)
  • added more LODs to trees including billboards
  • added LODs & better collission to street signs

Unreal Engine 4.8

  • improved LUT preview

Bug Fixes

Unreal Engine 4.8

  • fix rendering issues

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Package Breakdown

Houses: Interiors/Exteriors

There are 3 house designs. Each design is made up of 4 parts that snap to each other to give you a variety of heights and looks.

  • Front Porch: This is the front steps that lead up to the house. The reason for detaching them from the house is to give the option of having the house lower or higher.
  • Main Floor: This is the bottom floor, you just need to place this once, and should be at the base.
  • Top Floor: This is the cap of the house. You need at least 1 main floor and 1 top floor to create a house.
  • Mid Floor: Place as many as these assets as you want in between the Main and Top floors.

modularHouses1

The Essentials

The house only contains a few essential pieces. Hand rails, vents, things that are locked to the main design.Assets such as counters, stoves, couches, and bathrooms are implied in the design but not placed. These are aesthetic pieces and should be dictated by the user on how the game design should be. We have provided modular kitchen counters/cabinets to help you get started.

 

Doors

There are no doors in the main structure of the building. Just open frames in the walls. We have either static meshes you can place to lock out rooms to the player, or we have door blueprints that are physics based with hinges. There are 5 door varieties to choose from: interior door, front door, store door, etc.
This also allows for you to create your own doors, and quickly snap them into place

Doors

 

Windows

Much like the doors, the main house has open framed holes instead of windows. And we provide a variety of window sizes, along with open states and broken states. There`s 2 main reasons for this.

  • Design: You can place all types of windows instead of having your hands forced with the window design we have. You can place either one of our own window states, or create your own to quickly get the design feature you need.
  • Optimization: Not all windows need to be placed around a level. You can limit the polygon budget to playable areas. And with smaller objects, they are more likely to be culled out.

 

 

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Other Buildings

We have 2 other buildings that you can place in your world: Store and Industrial.

Store

This building is comprised of 2 major components and are very similar to how the houses are built through large chunks stacking.

A main floor which is intended to be a store front. Here you can place any style of store you want inside that your game requires. We provided enough props to sell the idea of an ambiguous corner store. Or you can use static doors, and lock the player from ever entering the store.

The other component to the store is the apartment. We have a small apartment complex that you simply stack ontop of the store. This apartment is not intended for gameplay, but it does have very primitive interiors. This sells the idea of a 3d building rather than typical game standards with flat window textures or expensive shaders that use parallaxing.

 

Industrial

The industrial building is made up of very primitive modular pieces for you to  build a warehouse. This building is intended to be more background filler, and as such, it does not require much detailing.

The modular/lego pieces are built to create both interior and exterior looks, you can block out basic gameplay areas using these pieces.

There is a garage door opening segment which can be used to allow for entrance to the building

 

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Props

Props are all built to high end desktop standards with polycounts around 500-5000 on average. Any prop that exceeds 500 tris have LODs.
All props that require it have collision which has been built in UE4. Collisions are primitive for a streamlined experience.

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Roads

The roads use basic shapes that easily snap together. There are 2 intersection types(4 way, T). This allows for easy flat grid building.

 

Because it is highly grid based, BSP brushes can easily be used to build the lots.
**We highly recommend using these assets with in game splines, or to open the FBXs provided in a 3rd party 3d software (maya, blender) and use the assets to build your levels as larger chunks and export those back into UE4.

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Foliage

There are 3 types of foliage provided in this pack. ivy, ground plants, and trees. All foliage use the latest Foliage shaders setup in UE4.

Ivy

There are 4 ivy assets, and when placed into the ‘Foliage’ tool with specific settings(see our demo level for our prefered settings) you can quickly paint ivy up and down all static meshes in your level. **Note, our settings are based purely off visuals, we don’t presume to have the correct clustering settings needed for your game**
The Ivy is made with primitive geo to keep performance cost low. The material is created from advanced baking and finely tuned to look as though you are painting thousands of individual leaves.

In some cases a stray Ivy plane may make its way to an undesired location or angle. If this happens, change your foliage tool from brush to picker. Now you can individually select the asset in question, and move it to the area you need, or delete it all together.

PaintingIvy

Ground Plants

We have provided a variety of grass, weeds and bushes to help fill up the ground very quickly. You don’t just have to paint these on terrain, but even the inside of buildings, on stairs, etc. to create an overgrown atmosphere.

The plants use simple grass wind in the shader to get basic movement. This has been known to be quite costly in some cases, and you may need to remove it from some of the materials.

We use vertex colours to mask OUT the simple grass wind near the base of the texture. This helps prevent the sliding look that can occur from ‘simple grass wind’.

 

Trees

There are 3 species of trees, and 2 variations of each. The polycounts are a manageable 15,000k for LOD0. With an extra LOD state that brings it to 5k. And then a final LOD state that is just a 2 plane billboard.

Tree leaves also use simple grass wind to animate the leaves.

The trees have vertexed bake AO. This serves many purposes:

  • add AO to the model
  • add AO strength to the base color
  • mask out simple grass wind.

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Materials

All materials are built to the standard PBR material.

Albedo(Base_Color) –  We use suffix ‘_a’

Normal – we use suffix ‘_n’

For the Metallic, Roughness and AO we use a compact map that stores the maps into the RGB channels. The suffix for this is ‘_c’ for Compact.

  • R – Metallic
  • G – Roughness
  • B – AO

*Note: In some cases where the material required no metallic or AO. For Roughness maps we use suffix ‘_r’

For some materials, we use a simple tint to allow for multiple variations.

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FAQs

FAQs

Why won’t the ivy paint on the buildings?

The settings of your foliage may not be correct. We have a good setup for density, angle, rotation that we found works great for the Ivy. You can check that out in the demo scene. Another thing that could be causing that problem is “Ground Slope” should be set to ‘0’.

 

Why do I have to place windows myself?

See House Section in the documentation.

 

How tall can I make the houses?

As high as you want, provided you have ‘Main’ as the lowest part, and ‘Top’ as the highest part of your totem chain.

 

Should I use BSP brushes or my own custom meshes for lots?

We have set up the roads to allow for quick easy blocking, and this easily allows for BSP use. We recommend for more advanced level building, to take the assets from this pack and use them in a 3rd party 3D program to make custom grid system and export that out in large chunks.

 

How do I create my own look up table?

Please see the documentation below from Unreal:

https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/ColorGrading/index.html

 

Why do some objects have LODs/Collision, while others don’t?

In some cases where the model should never be reached by a character, shouldn’t interact with it, or is simply too small, we felt it unnecessary to create collision. As for LODs, our cut off for not including LODs was “roughly” 500 tris. LODs are reduced 40-60% each level.

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