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posted in OpenMachines read more

@marvin said:

Hi, I created a Reaper in Blender. It is already rigged and textured. For the Textures it may be helpful to have some basic Materail-Textures for the Metal, so that the Models look not too different. I already created some and if you like them I can share them. ;D

Based on the model, i uploaded two vids. In one animation i just let the legs move, to better support a moving body for aming in first person for example.

//Added: Run Animation:

Here is the Result:

Hey, that's pretty cool

posted in OpenMachines read more

So, today it took me quite an embarrassingly amount of time to get the functionality of opening up the Construction menu after clicking the 'Construction' command.

But yeah, now I got it. I have not yet found a way to reset the menu to the 'Commands' menu after placing a building or right-clicking. Right now it goes back straight into the 'Construction' menu (like a toggle has been set)

Now I have a 'Cancel' button that takes you back manually to the 'Commands' menu, but still, eh. I need it to reset to the start.

Hopefully I won't get slower returns now I'm reaching the limits of either:

  1. The extremely limited knowledge I have
  2. What the design of this blueprint/template allows.

I think I'm beginning to see major flaws in the design of the template, but we'll see.

PS: I'm really, REALLY effing amazed that there are NO GOOD RTS TEMPLATES ready-to-buy in the UE4 Marketplace. It's so focussed on FPS. Is there nobody with knowledge that thought 'Perhaps a Warcraft 3-Style Menu would really sell?'

posted in OpenMachines read more

posted in OpenMachines read more


Alright. Today I worked on the GUI and the mechanism of building.

Planning to leave the textures as is, since I can edit them later anyway.

Currently running into some shitty situation with 3Dmodels not being centered which causes them to be built in a location they should not be built. Meh.

Alright, now I want to finish the GUI because it annoys me

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Screwed something up when deleting materials, so I will have to redo all that later. (I basically deleted the data regarding where each skin should be located. Very useful and hours of work to redo. It will be faster to just reimport all model with the right data in there. Until then, I'm going to work on the GUI

posted in OpenMachines read more

posted in OpenMachines read more

Hi all,

Here's a quick roadmap for the version of OpenMachines I'm creating. Goal here is to enable developers to continue working on it in the far far future. To enable this, I want to build a ready-to-eat development pack that you can download and work on.

Milestone 1 - All models in UE4, skinned & merged (Note: not animated)
This will make the game really visible and nice to look at. Plus, it's crappy work to have to skin all the textures & such. I want to provide a OpenMachines download that's ready-to-go for anybody that wants to start building.

Milestone 2 - All buildings are buildable via GUI
This means that the simple game-mechanics work. Since I'm using a template, harvesting resources & such is already handled. Completing this means I will be able to create Machine City.

Milestone 3 - Add all units to UE4, skinned
Not looking forward to this. I also can't animate, so I will stick to wheels, tracks, fly and hover. Sorry reapers :(

Future Milestones:

  1. Create nice maps
  2. Menu's
  3. Shooting
  4. Other colors (Green, Yellow, Blue)
  5. AI
  6. First Person Controls (If any)
  7. Change resource types

Download latest project here:

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Not sure why I created a new account for this. Was too lazy to check if my password still worked lol

Right now I got 3 building:

  1. Lvl5 Mine
  2. Garrison
  3. Lvl1 Civ Lab

I can't build them yet with the buttons (Only the mine, as shown in the video) - but I'll get there :)

I'll upload the files when I think is appropriate. Would be nice to have ready-to-go OpenMachine UE4 files on the Internets

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I made this guide 11 years ago - I was 15.

This guide is older than Machines was in 2007.

posted in Modding read more