@Pancakes:
There's no action in the last vid I made, but hopefully this will change your perception!
Full 360 AI Tour:
Also, I've got a new Beacon AI system implemented that uses neither UDK's built in pathnode system OR navmesh system (but can work within both latter mentioned systems, if need be). It's quite invigorating to not have to be bound so tightly to UDK's heavily native navpoints and navmesh systems.
And you can really see it in action, especially with DataNemesis' flight patterns here in this YT vid:
I'm still working through the AI of both enemies (the DataOctopus and the DataNemesis bees.). The DataNemesis will have both hand to hand and projectile attacks from its hands. So be ready for that in the next progress vid

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@DennisGlowacki:
Thanks a lot for responding to my thread! It's great to finally get some feedback. I've since worked on the environment some (see YT link mentioned earlier in this post), having heard similar crits over texture frequencies from other sites. I'm not sure that I've been very successful in balancing texture frequency, even WITH my updates. Just sort of leaves me wondering what to do next, you know? I think I may have to just redo the entire room. I hate to tear down something in which I put a lot of time, but much of the hive interior I think is just becoming too problematic.
As for the hives in your second "split screen" capture: I have to agree. The diffuse textures are pretty bland. At the expense of trying to create a "clean" environment, I've sort of stumbled onto creating meshes that appear uninspired. Definitely leaves me wondering how to fix that.
I am using lightmass, yes. With global illumination and all that fun stuff. I have one dominant directional light that acts as a general scene illuminator, because otherwise I run into the issue of having to stick in hundreds of pointlights in a scene with many actors that are great distances apart. Thus leading to all kinds of headaches and irritation.
I also use lightmassimportancevolumes also. That's like the cardinal rule of lighting right there :P. If I didn't use that, believe me, I would probably be spending over an hour baking the light, rather than just 5 minutes like usual!
I've been struggling to make areas that are reasonably high contrast, with shadows that mean something, same as lights. But I believe in the end, I resorted to using DX11 features as a sort of a copout from really being able to make lightmass work for me. I often see some of the lighting environments from fellow UDK users on this forum, and I just can't help but ask "how do they do it?" Some people really just have an eye for this lighting stuff.
I'll take some screens really quick for lighting sections so you can see for yourself




Take note that the screen is different from the video shown earlier in post because the PostProcess volume effects are not active in the editor.
In many cases, you see "U" in the pointlight instead of "S" because if I had allowed these point lights to cast shadows, the shadows would be cast in all of these really bizarre directions.... plus I was looking for more of an ambient lighting setup, rather than something quite literally drawn out.
Again, whatever feedback you might have, please provide it! Always good to hear a differing viewpoint from a fresh pair of eyes.
