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Sunday, 8 May 2011. Creating a custom actor part 4/4. Now that we know how to add various Actor components to a custom actor class, we are going to add functionality to the HealthFountain class making it behave in the following way:. When the player is away from it, the actor is idle and emits a number of particles based on the amount of health points it currently holds. When the player enters it, the actor starts regenerating player’s health every second. If you are new to these programming concepts or ...

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Lukasz Bogaj's blog | lukaszbogaj.blogspot.com Reviews
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Sunday, 8 May 2011. Creating a custom actor part 4/4. Now that we know how to add various Actor components to a custom actor class, we are going to add functionality to the HealthFountain class making it behave in the following way:. When the player is away from it, the actor is idle and emits a number of particles based on the amount of health points it currently holds. When the player enters it, the actor starts regenerating player’s health every second. If you are new to these programming concepts or ...
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1 lukasz bogaj's blog
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6 udn documents
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lukasz bogaj's blog,keeping it unreal,functions,and events,and this,udn documents,block,bcangoempty=true,idle,healing,empty,auto state idle,state healing,state empty,event postbeginplay,event untouch actor other,superpostbeginplay ;,if utpawn other,else
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Lukasz Bogaj's blog | lukaszbogaj.blogspot.com Reviews

https://lukaszbogaj.blogspot.com

Sunday, 8 May 2011. Creating a custom actor part 4/4. Now that we know how to add various Actor components to a custom actor class, we are going to add functionality to the HealthFountain class making it behave in the following way:. When the player is away from it, the actor is idle and emits a number of particles based on the amount of health points it currently holds. When the player enters it, the actor starts regenerating player’s health every second. If you are new to these programming concepts or ...

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Lukasz Bogaj's blog: Creating a custom actor part 4/4

http://www.lukaszbogaj.blogspot.com/2011/05/creating-custom-actor-part-4.html

Sunday, 8 May 2011. Creating a custom actor part 4/4. Now that we know how to add various Actor components to a custom actor class, we are going to add functionality to the HealthFountain class making it behave in the following way:. When the player is away from it, the actor is idle and emits a number of particles based on the amount of health points it currently holds. When the player enters it, the actor starts regenerating player’s health every second. If you are new to these programming concepts or ...

2

Lukasz Bogaj's blog: Start something new

http://www.lukaszbogaj.blogspot.com/2011/05/start-something-new.html

Sunday, 1 May 2011. The first day of a month seems like a good day to start something new. So here I am starting my personal blog about Unreal technology, UnrealScript and UDK content creation. All in scope of level design and game design, because I'm really interested in these areas of game development. The next post will be a sort of introduction to UnrealScript, which is something I started learning a couple of weeks ago. Posted by Lukasz Bogaj. 1 December 2011 at 01:59. Thanks for it man!

3

Lukasz Bogaj's blog: Creating a custom actor part 1/4

http://www.lukaszbogaj.blogspot.com/2011/05/creating-custom-actor-part-1.html

Monday, 2 May 2011. Creating a custom actor part 1/4. Before we jump into coding our custom actor in UnrealScript, it would be good to know what we are trying to achieve. Actors are basically all gameplay and level elements that can be placed in a level. Think of static meshes, weapons, pickups, players etc. The image below presents the basic look of our custom actor that we will create. So what do we have here? Ok, so what exactly is this actor here? Well, I called it a HealthFountain. Creating a custom...

4

Lukasz Bogaj's blog: May 2011

http://www.lukaszbogaj.blogspot.com/2011_05_01_archive.html

Sunday, 8 May 2011. Creating a custom actor part 4/4. Now that we know how to add various Actor components to a custom actor class, we are going to add functionality to the HealthFountain class making it behave in the following way:. When the player is away from it, the actor is idle and emits a number of particles based on the amount of health points it currently holds. When the player enters it, the actor starts regenerating player’s health every second. If you are new to these programming concepts or ...

5

Lukasz Bogaj's blog: Creating a custom actor part 2/4

http://www.lukaszbogaj.blogspot.com/2011/05/creating-custom-actor-part-2.html

Thursday, 5 May 2011. Creating a custom actor part 2/4. If you are familiar with object oriented programming, you should be able to get up to speed with UnrealScript easily. UnrealScript is similar to Java, but it has many unique features that are more suited towards game programming. I highly recommend reading the UnrealScript Reference. By Pixel Mine is a great tool to use with Visual Studio. You can find a simple set up guide here. When you have the tools installed you can follow this guide. This is a...

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Lukasz Bogaj - Level Design Portfolio

http://www.lukaszbogaj.com/monument.html

Monument art prop - 3D Studio Max and Photoshop. This art prop was created for Monumental Games. Challenge hosted at 3d-for-games.com. Forums. My entry was ranked 3rd in the competition. Monument screenshot from 3DS Max viewport. The task was to create an art prop based on photo reference provided for the challenge. The budget for the model was 350 polygons and 1024x1024 diffuse, specular and normal texture maps. Have a look at the task brief here. Diffuse, normal and specular maps.

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Lukasz Bogaj - Level Design Portfolio

http://www.lukaszbogaj.com/dm-cine.html

DM-Cine - Unreal Tournament 3 - UnrealEd. DM-Cine is a multiplayer deathmatch map for Unreal Tournament 3 created for World of Level Design. Winter Challenge 2011'. The challenge was to create a map that would recreate a building given in the reference photo with a winter theme as well. I decided to go for the urban environment presented in the photo below. Photo credit Lodewijk van den Broe. Click to view original on Flickr.

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Lukasz Bogaj - Level Design Portfolio

http://www.lukaszbogaj.com/mine.html

Mine - Level Design Test - Call of Juarez: Bound in Blood - ChromEd. This short Mine level section is a result of a level design test I was asked to do for recruitment purposes. The task was to create a section of a level that would provide the player with 5 minutes of gameplay based around shooting. In this short level the player travels down into a canyon, where the shootout takes place. Afterwards the player has to find out a way into the mine. The video below shows how the puzzle works.

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Lukasz Bogaj - Level Design Portfolio

http://www.lukaszbogaj.com/hiredgun.html

Hired Gun - Call of Juarez: Bound in Blood - ChromEd. Download from cojmodding.com. Hired Gun is a custom single player map for Call of Juarez: Bound in Blood that is a mix of different gunplay scenarios, variety of objectives and environmental puzzles, all revolving around the story of a quest to find a missing girl.

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Lukasz Bogaj - Level Design Portfolio

http://www.lukaszbogaj.com/dm-turm.html

DM-Turm - Unreal Tournament 3 - UnrealEd. DM-Turm is a 2-4 player deathmatch map for Unreal Tournament 3 created for MapCore. Cube Challenge'. The challenge was to build a map within 1024x1024x1024 units (1344x1344x1344 Unreal units).

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Lukasz Bogaj - Level Design Portfolio

http://www.lukaszbogaj.com/index.html

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Lukasz Bogaj - Level Design Portfolio

http://www.lukaszbogaj.com/laststand.html

Last Stand - Call of Juarez: Bound in Blood - ChromEd. Download from cojmodding.com. Last Stand is a custom made single player map for Call of Juarez: Bound in Blood that features survival mode gameplay scenario. The player has to protect three supply crates while being attacked by wave after wave of incoming enemies. After each gate blows up, the enemies will use it to enter the town. There are multiple paths that the player can take to reach supply crates. You can watch gameplay video below.

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Lukasz Bogaj - Level Design Portfolio

http://www.lukaszbogaj.com/resume.html

WWW: www.lukaszbogaj.com. Twitter: www.twitter.com/wookash b. To translate my passion for games into building fun, enjoyable and memorable game levels and missions. To constantly improve my skills, take on exciting challenges and learn from other team members and games industry professionals. Able to design, build and script levels in iterative manner, from basic layout or concept to publishable version. Able to test levels / missions to break them and fix encountered bugs. 3D Studio Max: Good.

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Lukasz Bogaj's blog

Sunday, 8 May 2011. Creating a custom actor part 4/4. Now that we know how to add various Actor components to a custom actor class, we are going to add functionality to the HealthFountain class making it behave in the following way:. When the player is away from it, the actor is idle and emits a number of particles based on the amount of health points it currently holds. When the player enters it, the actor starts regenerating player’s health every second. If you are new to these programming concepts or ...

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Lukasz Bogaj - Level Design Portfolio

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Fotograf na ślub i wesele Tarnów Kraków Nowy Sącz Brzesko Bochnia Limanowa - Łukasz Boksa Fotografia ślubna

Uchwycić ten moment magiczny, zaskakujący, niepowtarzalny To hasło, które towarzyszy mi od chwili, w której rozpocząłem swoją przygodę z fotografią. Zdarzyło się to ponad dekadę temu i trwa do dziś. Co więcej, wciąż jestem chłonny odczuwania nowych wrażeń, odkrywania nowych miejsc i poznawania nowych doświadczeń. Zapraszam do przeżywania ważnych dla Was momentów z Łukasz Boksa Fotografia. Middot; Designed by Theme Junkie.

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