#ue4-general

1 messages · Page 123 of 1

frank escarp
#

@pallid compass paragon chars are different sections

#

ive seen top body, legs, head, and weapon

#

and hair and eyes

#

head, hair, eyes being separate becouse they are different shaders

pallid compass
#

Yeah i know, but every MF u layer in each piece

frank escarp
#

so ends up top/down body

pallid compass
#

brings like 3 textures

#

I guess i could drop the reflection out of some of them

frank escarp
#

but a few of them might be reused

plush yew
#

Make sure you texture pack!

pallid compass
#

what?

#

that could mean alot of things haha

plush yew
#

So let's say you have a metallic and roughness map

pallid compass
#

oh

#

RMA'ing

#

i do

plush yew
#

Both of these maps are grayscale, which means they only need one channel

#

I'm not sure what RMA stands for

pallid compass
#

ROughness Matalic, AO

#

its packing term

#

like umm

#

whats the one for substance called?

plush yew
#

Ah right I gotcha

pallid compass
#

AOR i think it is for substance?

#

cant remember

#

AMR*

plush yew
#

What did you mean by reflection? Specular map?

pallid compass
#

i didnt say reflection

plush yew
#

"I guess i could drop the reflection out of some of them"

pallid compass
#

oh sorry

#

i mean the RMA maps

#

for MF

#

well this makes no sense

#

Removed the map from MF in use

#

texture samples didnt change

grim sinew
#

Look at how characters in UT4 are set up, those use the layering as well

#

A lot of it is just using shared texture samples for everything

pallid compass
#

yeah i can imagine

#

just having to give up reflection maps

#

r i p

#

to bring count down

grim sinew
#

Why do you need a reflection map

vale halo
#

I can't seem to figure this out from quite some research - is there a way to A. get a free TCP port or B. create a FTcpListener that will bind to a free port?

pallid compass
#

i mean RMA maps

#

and now my AO blend is removing my emessive top layer -.-

grim sinew
#

RMA = roughness, metalness, ambient occlusion. No reason to need to get rid of that, that's pretty much the whole material definition.

#

If you're doing mateiral layering, the mateiral definitions should be marked as shared to save on texture samples.

pallid compass
#

gotcha

#

any idea why AO blending

#

is removing emessive?

grim sinew
#

Open the material function, Epic got lazy on some of those and didn't hook everything up

#

Emissive might not be connected to anything

pallid compass
#

jfc

#

its not

#

hahah

#

as if

#

nice one man

grim sinew
#

Also if I remember right that AO node is actually wrong, it multiplies it into diffuse instead of adding it to the AO path

fair violet
#

@pallid compass you can definitely get rid of your roughness and metallic( metallic depending on if the mask is necessary), they can be derived well enough from your albedo and then just premultiply the AO on the albedo if it’s necessary.

pallid compass
#

iv swapped them over to leach off the grime maps

grim sinew
#

Also you should maybe not post screenshots from pirated windows btw

pallid compass
#

its not pirated

#

there is something wrong with my licence

#

from win8 upgrade

#

does the AO even work?

grim sinew
#

And I mean, what @fair violet said is true, if you're -really- desperate you could import a library of grime textures and build the materials entirely with Unreal using multiply nodes and 3 vectors... but you really don't need to do that. It's complete overkill optimization for current games unless you're on mobile, and makes it harder to make interesting looking textures.

pallid compass
#

i dont even see any budging

fair violet
#

I don’t think the AO input works as you’d expect

grim sinew
#

AO only shows up in shadows when hooked up correctly

fair violet
#

They said something about having to remove it a while ago

pallid compass
#

gotcha

fair violet
#

@grim sinew Well the reason is that most people won’t notice a unique roughness map unless it’s very specific and also many albedo maps for guns and other objects are very plain colours that can easily be tinted after, using a single channel mask

pallid compass
#

come on epic

#

give up ur AO MF's already

grim sinew
#

@fair violet When you start making decisions like that arbitrarily before you have an active need to optimize, you start needlessly chipping away at your scene's overall quality for no return. There's no practical reason to start doing things like that unless it's just you being lazy and not wanting to build a proper material.

worn granite
#

I used to judge people for the windows watermark too, but then I got it on one of the PCs in my house for literally no reason.

#

Fully licensed and everything

grim sinew
#

Which I get, sometimes I want to be lazy too, but I'm not going to call that general advice people should do.

pallid compass
#

iv been emailing microsoft

#

and they are

#

100% useless

worn granite
#

if MS can't even properly activate their product IDGAF. I'd crack it just to remove the mark tbh

grim sinew
#

Anything short of a live chat support with MS is useless, they let bots handle too much

worn granite
#

I have a buddy who had their PC get fully wiped by win10

#

his fault for not running backups

pallid compass
#

man where did they put there advanced lighting cortyard

#

thingy

#

i thought it was in the learn tab

#

aparently not

#

i need snag it for temp calibration cordyard

#

cort yard*

grim sinew
#

Think that's just in starter content

fair violet
#

@grim sinew Nah it’s just to keep things nice and simple- much cleaner to only have to input 2 textures per asset and have generic detail maps to add detail / variation where necessary. If an asset doesn’t absolutely need a unique albedo, then I can just bake the normal and a packed mask texture (AO / curvature / thickness etc) and then texture in engine. Though of course for some objects you need the full setup for best results.

pallid compass
#

thats what i thought but its not in there

grim sinew
#

I'm like 99% sure it is, it's in my project's starter content. I turned it into a massive asset zoo.

pallid compass
#

ffs

#

ur right

#

im blind

#

i had wrong thing imported

#

lmao

grim sinew
#

@fair violet That sounds like a horrible workflow for any artist to deal with, and I feel sorry for your team. I shall send them a supply drop of substance painter screenshots to give them hope that texturing is not dead.

fair violet
#

@grim sinew look at how loads of the environment for UT’s Outpost map is done

#

Most of the unique detail is decals

#

And a clever master material

#

I work solo so I’ll only have to deal with my own workflow 😄

grim sinew
#

Yeah, I have. And all of the masking is hand painted in painter. All they did was strip out the masks into RGBA packed textures and re-do the layering in-engine after the fact. But every material still has its own full set of textures, they're not extracting single channels.

#

Epic even -has- GDC talks on how they use substance for like 90% of the work and then automate it imported into the engine with their layering setup.

#

They put out hours upon hours of it for GDC and Paragon

fair violet
#

They used Quixel suite to generate the masks but it’s the same principle- generate input masks, do the layering in engine with good use of detail maps for variation. Of course for anything detailed you need more than that

#

But most building pieces can fall into that category

grim sinew
#

I... wait what? They haven't used Quixel since early UT4 days, everything recent and everything Paragon is substance.

fair violet
#

Then hero objects like guns, small props etc need their own unique textures

#

They used Quixel for Outpost that’s all I know

grim sinew
#

Outpost was -it-. That was the only one. Everything after that isn't using Quixel to that extent, if at all. It's just substance now, they made a whole internal toolset of nodes for it.

fair violet
#

Well anyway bottom line- do whatever you need to get a good result

#

Whatever works

#

No one will care what tools were used or what workflow was used

pallid compass
#

u seen the new one?

fair violet
#

All personal preference

pallid compass
#

the new pipline video

fair violet
#

Nah I haven’t I’m excited to see it

pallid compass
#

im also about 5 seconds away from chucking quixel

#

in the bin

#

the only thing i still use it for is generating scratch maps

#

and that is it

grim sinew
#

You'll never look back. The one thing Quixel has going for it is the material library, which any half decent artist can recreate in a week.

pallid compass
#

so i use quixel for scratch and curv maps

fair violet
#

Well the scans can’t be beaten procedurally but the speed is definitely a factor

pallid compass
#

and making tiling materials

#

and that is it

grim sinew
#

Substance has a "make tilable" button.

pallid compass
#

u grab what u need from quixel

#

and slam it in to the engine

#

i do my other bits in substnace

#

substance

#

the less time in quixel the better

tall pendant
#

ndo2 can still be pretty useful tho

fair violet
#

Play to the strengths of the tools 😃

tall pendant
#

ddo ... yeah no need if you can use Substance Painter

pallid compass
#

ndo2 would be good

#

if it didnt

#

crash all the time

#

and run like shit

#

iv stopped using it

#

I just stamp everything now

#

cant even be fucked tbh

#

takes too long

tall pendant
#

yeah thats the issue i have as well with ndo2

frank escarp
#

its an issue when its a photoshop PLUGIN

#

and depends on that

grim sinew
#

I've given up on ndo2 and just make all my base normals straight up in Maya. Gets better displacement for zbrush anyway.

tall pendant
#

at least more recent versions. it did run good in the past

pallid compass
#

Quixel would be epic

#

if it wasent a photoshop trash plugin

grim sinew
#

It's a product of its time. When it was first made, Photoshop was still the king of game texturing.

pallid compass
#

if people start buying quixel to use it just to extract all materials and make masks

#

i dont blame em

fair violet
#

Yeah the scans are great but from what I’ve seen the speed of substance makes it a more efficient tool

tall pendant
#

yeah. i mean its on constant sale for i dunno almost 2 years now? 😛

#

quixel that is

frank escarp
#

substance has eaten it so fast its not funny

#

ive seen substance come from niche into "literally everyone has it" in essentially months

pallid compass
#

quixel might as well be a

frank escarp
#

when PBR started getting popular

grim sinew
pallid compass
#

Generate Curvature maps and download textures button

frank escarp
#

substance allowed studios to build internal material libraries, and material filters/nodes, and reuse them ad infinitum

pallid compass
#

god dam the advanced lighting cortyard

frank escarp
#

that is more or less what epic is doing

pallid compass
#

is washing the living daylights out of red emissive

grim sinew
#

I can't imagine texturing without substance anymore though. I never want to copy and paste modified layers manually between diff/spec/normal/gloss ever again.

frank escarp
#

and even painter has some seriously flashy shit

pallid compass
#

i only use painter

frank escarp
#

you only need to look at the paragon videos

grim sinew
#

Oh yeah, the UV reprojection alone is a godsend

frank escarp
#

they create like a filter for rusted paint, and it is mostly procedural

#

they paint where they want rust, and the procedural texture makes the paint fall off

grim sinew
#

Your modeler can hit auto uv, send it off to texturing, and they both work simulatneously on the same asset. Once the UVs are done properly, you just reimport it and it works.

frank escarp
#

wait what

#

really?

grim sinew
#

Yeah, substance's UV reprojection is amazing

frank escarp
#

what about the seams?

grim sinew
#

It reprojects the brush strokes in 3d view

#

Seams don't matter

frank escarp
#

usually if you are auto uving, the texture will have fucktons of seams

grim sinew
#

It just does it

frank escarp
#

damn

grim sinew
#

So you can have seams when you initially work on it, fix the UVs, and as long as you ONLY worked in 3d view, it should be fine

frank escarp
#

thats one hell of a killer feature

pallid compass
#

big question for u all

#

how do u do ur decal maps

#

and layer them on

#

i lack exp in that area alot

grim sinew
#

You mean like on the main texture, or on a decal actor?

pallid compass
#

Decal map

#

u know say for

#

hard surface

#

decal stuff

#

Text

#

numbers

#

markings

#

etc

grim sinew
#

Oh, you mean like mesh decals

pallid compass
#

yeah

#

Do u just layer a decal texture on tor?

#

use a mask and tile over it

frank escarp
#

holy shit

#

well, you have a decal atlas

#

and reuse it as much as you can over multiple objects

#

decals are small, so with a 1024 atlas you will probably pack a huge amount of decals

pallid compass
#

decal atlas?

grim sinew
#

Not quite. For things like screws, text, etc? What I do is duplicate the mesh, delete all the faces except the one i want the detail on, then cut the mesh and fit it on the decal atlas. This way the mesh is perfectly aligned and I can freely mess with it in local space.

frank escarp
#

so, mesh decals?

#

those are kickass if used properly

pallid compass
#

never heard of that term before

grim sinew
pallid compass
#

I need slam some decals on it

grim sinew
#

You also need do double the radial polycount

pallid compass
#

some back detail, text, numbers, signs, maybe some textures in normal areas

frank escarp
#

looks good

pallid compass
#

etc

#

its fine for now

frank escarp
#

normally you do that with a decal material

pallid compass
#

its just for a test

#

no one will notice

frank escarp
#

unreal has a special "mesh decal" material type

grim sinew
#

I will! ;-;

frank escarp
#

so you do your stamps as geometry

pallid compass
#

yeah but general players wont haha

frank escarp
#

(tools do that), and then just use that material on those parts

pallid compass
#

geomtry?

#

i was looking at inf demo

#

and they have decal layer

grim sinew
#

Infiltrator demo is old

#

Before that was an engine feature

frank escarp
#

they added mesh decals not much ago

pallid compass
#

oh?

grim sinew
frank escarp
#

you essentially do this

#

but imagine the texture is an actual screw

#

with normal maps and stuff

#

yeah, that video is the one that shows it

grim sinew
#

Speaking of rendering features, any word on any kind of mesh terrain integration? Haven't heard anything about it, not even if they're considering it. Would be a pretty significant difference in visual quality for a lot of scenes. And no, PDO doesn't count, the temporal artifacts are too distracting.

pallid compass
#

yeah im watching the video

#

hes not really explaining much though

#

wait

#

u using meshes

#

2d meshs?

grim sinew
#

Polygon planes.

pallid compass
#

and project em on like devals>

#

thats fucking nuts

frank escarp
#

yes

pallid compass
#

what about drall call cost for each one tho?

grim sinew
#

A mesh decal is basically just projecting a mesh down onto whatever's below

frank escarp
#

they are quite literally like decals on a plastic model

pallid compass
#

so thats how they do the overwatch char's

#

thats amazing

frank escarp
#

1 drawcall for all your decals in a mesh

pallid compass
#

i always wondered how they did that

worn granite
#

can't you just stamp that on the normal after the bake though?

frank escarp
#

becouse its their own material

worn granite
#

or does this yield better results?

frank escarp
#

@worn granite this has infinite resolution

grim sinew
#

You can stamp it on, but this has a potentially better texture resolution

pallid compass
#

man thats fucking awesome

frank escarp
#

you can have pixel perfect diagonal lines and things like that

pallid compass
#

IV SEEN THE LIGHt

#

THE LIGHT

worn granite
#

Yeah ok, that does make sense

frank escarp
#

btw there is a blender plugin specifically designed for this

pallid compass
#

dam im a maya LT guy 😦

frank escarp
#

that lets you place the decals directly, even from an atlas

grim sinew
#

Maya has mesh projection, you can at least get the surface on it with that

pallid compass
#

brb 5 mins then i got million questions

tall pendant
#

You can adopt this to Maya. I'm using Maya as well 😛

frank escarp
#

yeah but no kickass plugin for like 5 dollars

#

there is probably a plugin for it for maya

#

btw, check second 35

#

when he adds lines

#

from a boolean, into textured planes

tall pendant
#

yeah for 5 bucks decal machine is worth it.

grim sinew
#
quasi hound
#

hey guys

grim sinew
#

It's live too when you do it, you can move it around

frank escarp
#

funny thing in the demo video

#

the furious amount of keys

#

classic blender

tall pendant
#

Well Decal Machine is 20 bucks. Still worth it.

frank escarp
#

the guy in the video is using a cycles mesh decal shader, but the ue4 one works more or less the same

#

you can also change the colors and roughnes with decals, i think

#

so its not for normals only

#

star citizien abuses the hell out of this stuff

quasi hound
#

does anyone know any concept artists?

frank escarp
#

as ships are big, you dont have resolution for the bolts

quasi hound
#

that game has been in development forever

frank escarp
#

yup

#

they do have kickass tech

quasi hound
#

are they still using a modified cryengine?

grim sinew
#

yes

frank escarp
#

they migrated to lumberyard branch

#

wich makes total sense becouse lumberyard is by Amazon, wich is more legit than crytek

grim sinew
#

only networking though, if you look at their editors the UI didn't change

frank escarp
#

and will implement tons of MMO style features

quasi hound
#

oh makes sense , I used to use CryEngine and that thing can not handle a game like that

frank escarp
#

becouse amazon cloud

quasi hound
#

sadly yeah, Cryengines documentation isn't really good and outdated

#

yeah Lumberyard is far better , support-wise too

grim sinew
#

They don't need documentation when they poached like 60% of Crytek

frank escarp
#

kind of crytek fault for being worthless

quasi hound
#

plus its peformance

grim sinew
#

Their Germany studio is basically 100% Crytek

frank escarp
#

they have been a spectacular disaster since 2009 or so

quasi hound
#

cryengine is great it just needs alot of work imo

#

they made alot of dumb changes in the newer versions that basically made stuff harder for devs

frank escarp
#

"we are famous for PC master race cool as shit open world games, LETS CHASE COD MONEY and consoles"

#

"we do AAA games, what if we fully migrate into F2P"

quasi hound
#

Cryengine is perfect for a COD game lol

#

it honestly is

frank escarp
#

"hey, other engines do indies, lets open our engine to indies, but still ask them half a million dollars for the license"

quasi hound
#

its free now

frank escarp
#

too late

quasi hound
#

its been free for 2 years

frank escarp
#

its also more or less as bad as it was back then

quasi hound
#

it really is

frank escarp
#

still no docs

#

and horrible programming workflow

#

they implemented fbx now, no?

quasi hound
#

but I used to love Cryengine, it had a great UI and level designing in it was great

frank escarp
#

you used to need a specific maya/max plugin

safe rose
#

RPGMaker is still the best engine

frank escarp
#

level designing is the thing it did great

#

and graphics

grim sinew
#

No such thing as too late, I would drop UE and go over to another engine if I genuinely thought it would be better for a project I was working on. With the cryengine in the state it's in though, that's not happening.

frank escarp
#

animation and programming were, and still are, absolutely shit tier

quasi hound
#

yeah

grim sinew
#

For what I need, Unreal is the best fit. Simple as that as for why I use it.

quasi hound
#

yeah thats why I switched too

frank escarp
#

i do like unity programming workflow tho

#

but its too barebones

worn granite
#

There is such a thing as too late in the context of a company. Aren't they constantly in trouble for not paying their devs?

quasi hound
#

sadly theres literally dozens of great projects that were cancelled due to cryengine

worn granite
#

Sounds pretty close to "too late"

frank escarp
#

they have been too late since crysis 2

quasi hound
#

cryengine used to make you export models into a cfg file if I remember correctly

frank escarp
#

they went to chase COD money too late

#

and then F2P wich was a horrible decision

#

cryengine has allways had great tech, and some of the worst leadership in history of gamedev

quasi hound
#

yes

grim sinew
#

F2P/GFace killed them

#

going mobile especially was a waste of time

frank escarp
#

crysis 2 was also dissapointing

quasi hound
#

I love Unreal though

frank escarp
#

and crysis 2 essentially killed the franchise

#

crysis 3 was great, but people were already burned

quasi hound
#

no Crysis 4

frank escarp
#

they burned their fanbase with crysis 2

#

pretty much traitors to the pc crowd

quasi hound
#

Hell I hated paying $10 a month for EaaS version of cryengine

frank escarp
#

becouse crysis 2 wasnt even a good port at the start

quasi hound
#

they put their engine on steam for a subscription model

frank escarp
#

Press Start to continue

#

on a pc game

#

also locked DX9 and only "general" options

#

no texture/detail/shadows/etc

#

nah

#

quality: low/mid/high/extreme

worn granite
#

somebody wanted me to pay for cryengine to learn it from scratch while not paying me because I was "learning"

tall pendant
#

didnt Rage had such a screen too?

worn granite
#

gg guy

frank escarp
#

no, rage didnt

#

rage had incredible troubles

#

with AMD

#

becouse shit drivers

#

it was a great game tho

#

but it was not ready

#

the tech was too advanced

#

so drivers just choked

#

and textures had to be super low res

#

this tech is now mature, and its what drives Doom

#

and the new wolfenstein

#

(talking about megatextures)

tall pendant
#

I'm pretty sure Rage had an Press Enter screen to start the game on PC

frank escarp
#

but its press Enter

#

thats a real key

#

crysis 2 had "press start"

pallid compass
#

back

tall pendant
#

Hm fair enough. Yeah i had luck and got no issues with Rage back in the days

#

on nvidia tho

frank escarp
#

it choked hard on amd

#

the issue is that drivers werent ready, the feature was basically hacked in

#

now, with DX12/vulkan, this stuff is actually part of the gpu

#

with sparse resources

#

so you can do the feature "natively"

pallid compass
#

mesh decals tho

frank escarp
#

without random hacks

#

you trying the mesh decals for stuff @pallid compass ?

pallid compass
#

im watching video on it

#

feels2gud to be true

grim sinew
#

The one thing I don't like is it takes a bit of control out of the actual modeling process to use it. I vastly prefer being able to just see exactly the model as it'll be in the final game in maya or zbrush.

#

ZBrush of course especially, you're never getting sculpted detail on that

pallid compass
#

ah yeah that makes alot of sense

grim sinew
#

It has a place though

pallid compass
#

one thing i always find is lacking

#

would be umm,

#

getting good normal resolution

#

so some extra res

#

would be so nice

grim sinew
#

For what, like details or large forms/edges?

pallid compass
#

just panel lines and stuff really

#

all them small tech details

grim sinew
#

Ah, yeah those work pretty well for that.

pallid compass
#

prob my lack of expert uving too much

grim sinew
#

For a lot of things, I'm just at the point where I don't even care. "Screw it, I'll add the extra 10 polygons, it's so insignificant in the scheme of things"

pallid compass
#

haha

#

omg

#

i dont blame u

#

watching this guy do it

#

trying to figure out how u atlas this stuff

grim sinew
#

Like, I -can- make super low poly stuff, I used to do custom models for halo 1 and warcraft 3 modding. But today? Where even consoles have 20-40 million polys onscreen at any given time? I just can't be bothered, my first priority is making it look good.

#

If I need to scale back, that's easier than making it look better.

pallid compass
#

yeah man i really get what u mean

#

sometimes i hate going super high poly

#

because it can make other things

#

a nightmare later

grim sinew
#

SubD modeling. Do it.

pallid compass
#

not a fan of it

#

end up with a ton more faces in area's u dont need sometimes

#

or creasing

#

is messing normals up

#

etc

#

can be a nightmare

grim sinew
#

Creasing isn't an issue if you have good topology

#

SubD is basically the whole film industry.

#

And it bakes really, really well onto lowpoly

pallid compass
#

yeah haha i understand that

#

depends what im doing really tbh

#

sometimes its faster when im hard surfacing

#

to just not subdiv and crease

#

because i spend fuck ton of time

#

creasing everything

grim sinew
#

I can't escape it, especially since I don't think I have -any- assets that don't pass through zbrush anymore. It has to subdivide well or I'm in for hell.

pallid compass
#

man i give up zbrushing alot of stuff

#

the fact zbrush turns every edge hard

#

sometimes when ur doing stuff

#

and bring it out

#

i had to go back in

#

and crease

#

and subdiv upt

#

so it smooth certian area's

#

unless its char's i just cant be fucked

#

id rather stamp it lmao

grim sinew
#

It recognizes Maya creases

#

just import it with those

#

Make it smooth well in Maya first, then ZBrush will handle it just fine

pallid compass
#

ooo

#

didnt know that

#

watching this guy do it

#

my god is this video slow

#

its killing me

#

inside

grim sinew
pallid compass
#

did u say

#

If its all on same material

#

all the draw calls are same

#

no matter how many u have right?

grim sinew
#

It's treated as a single mesh/material set.

pallid compass
#

dam

#

so my guess is

#

wait hang on..

#

ohhh

#

u export them with the mesh ;o

grim sinew
#

yeah

pallid compass
#

whats the cost for these?

#

small, medium?

grim sinew
#

Negligable. Just don't make the decals 128k or something silly like that.

pallid compass
#

omg

#

yeah prob not good idea

#

What res do u do yours in?

grim sinew
#

Depends on the asset and how many I need. As a rule I try to keep to 512 texel density.

#

So if that means an asset only needs 64x64, so be it.

pallid compass
#

not sure what u mean by that

grim sinew
#

Texel density = texture pixels per square meter

pallid compass
#

can u give me the res? 😂

grim sinew
#

Yes. 512 texture pixels per square meter in world space.

pallid compass
#

im not arty guy

grim sinew
#

It's not art, it's math.

pallid compass
#

alright

#

try again

#

but in Resolution

grim sinew
#

Take out a yard stick.

worn granite
#

the physical size of the mesh

grim sinew
#

That yard stick, 1 meter, is 512 pixels.

worn granite
#

directly gives you the resulution of its texture map

grim sinew
#

Measure your stuff and use that.

worn granite
#

or at least roughly an idea

pallid compass
#

no idea what that means tbh

grim sinew
#

You don't know what a yard stick is?

pallid compass
#

no

#

what ur talking about

pallid compass
#

i am just asking for a resolution to use for the texture file

#

to get started

grim sinew
#

And I'm telling you, it's subjective.

pallid compass
#

idk how i can put it any simpiler than that

worn granite
#

he's giving you how he decides that

pallid compass
#

give me something generic then

grim sinew
#

It depends on the asset.

fair violet
#

Depends on the size of the mesh on the screen

worn granite
#

it is generic lol

pallid compass
#

512, 1k, 2k, 4k,

grim sinew
#

Okay fine, let me try again

#

Let's say you have an asset that's 1 meter by 4 meters large. Just a flat plane, to keep it simple. That asset's texture would be 512 pixels by 2048 pixels. If you needed a decal on that, you would follow the same process. Take a look at how big the decal needs to be, and use some simple math to figure out how large the texture needs to be.

pallid compass
#

then u insert ur mesured decal

#

in to the atlas

grim sinew
#

Keeping it consistent like this will make your entire project look better, just on merit of texture quality being uniform in the scene.

pallid compass
#

for that object?

#

gotcha

#

that makes sense

worn granite
#

what about in between though - say 1m x 1.6m

#

do you round up to nearest power of 2?

pallid compass
#

Then what resolution do you use for the atlas?

grim sinew
#

You round up and just leave the empty space. You never scale UVs up or down more than 30% to fit.

pallid compass
#

There must be a limit though?

grim sinew
#

The atlas resolution is the combined total of all the decals for that single object. Only that object. As tightly as you can.

pallid compass
#

like what if ur atlas reaches 4kx4k

grim sinew
#

If your atlas is 4k x 4k for a single asset, you need to rethink your life.

#

Because that should never happen.

pallid compass
#

LOL

#

gotcha

#

im asking because

#

i dont know what size to make a blank image

#

to start building some decals to test this

grim sinew
#

Who cares, you can resize it later right?

#

You can work high res, see what you need, and then repack it later. It helps to have a plan going in though.

pallid compass
#

right gotcha

grim sinew
#

Because otherwise you're messing with UVs and things may not align

pallid compass
#

the decals must be flat planes right?

grim sinew
#

Just say like "I need this list of 5 decals for this asset, measured in the world they need X resolution total. I can pack it like this."

#

No, not mesh decals. They can be any shape.

pallid compass
#

gotcha

#

btw can u measure in maya?

grim sinew
#

They're often used around like edges of things to break up tiling, like on a broken piece of concrete.

pallid compass
#

ahh ;o

grim sinew
#

Yeah, Maya has measuring tools, generally its' easy though. The grid does all the work for you.

#

Grid is CM scale, you're already importing it at 100x size when you import it into unreal, right? So just treat 1 grid unit in maya as 1 meter in your measurements.

pallid compass
#

oh my grids not really setup

grim sinew
#

It'll set up your grid properly, and you can make shelf buttons with gridUp() and gridDown() to make the grid larger or smaller while you work so you can easily stick to the grid when modeling.

#

It'll make things a LOT easier if you're doing anything modular.

pallid compass
#

ahh thank u ver much

#

il give it a shot now

#

wth

#

how do i run it

#

its not running like python scripts

grim sinew
#

It's a MEL script. Just load it in the script editor or drop it in the maya scripts folder

#

It's like the most common maya script format 😛

pallid compass
#

yeah

#

it aint running

#

in maya 2017

#

from scripts

#

or the mel editor window

grim sinew
#

There's no reason why it wouldn't work

pallid compass
#

"/ Error: Line 88.17: Cannot find file "gridOps" for source statement."

grim sinew
#

you sourced the script?

pallid compass
#

yup

grim sinew
#

and gridOps() isn't working?

pallid compass
#

it wont even load

#

sourcing it

#

it causing the error as well

#

"// Error: "C:\Users\Halycon\Downloads\gridOps.mel" line 88.17: Cannot find file "gridOps" for source statement. "

#

which makes

#

0 sense

grim sinew
#

that's not your maya scripts folder btw

pallid compass
#

i know

#

rebooting maya fixed it

#

weird

grim sinew
#

but fine. copy and paste all the text, put it into your script editor, and just run it from there?

#

or that, as long as it works

pallid compass
#

man that looks so horriable

#

how the heck do u measure anything counting that

grim sinew
#

counting what

pallid compass
#

the grid

#

i cant even see the grid sections

#

there is so many

grim sinew
#

reset your grid settings then run gridOps()

pallid compass
#

i did

grim sinew
#

you may have messed with them

#

screenshot/

#

?

pallid compass
grim sinew
#

are you working at meter scale?

#

or centimeter scale?

pallid compass
#

CM

grim sinew
#

I've never seen the grid that dense, it doesn't even support it that dense, it's something in your scene/config

pallid compass
#

us4 is cm right?

grim sinew
#
pallid compass
#

152cm

grim sinew
#

so is that turbine 152 meters large?

pallid compass
#

152cm long

grim sinew
#

right but i mean, is it supposed to dwarf most buildings?

pallid compass
#

no its same setup as ue4

#

it comes in similar size to char

grim sinew
#

Maya handles measurements weird. Its tools actually don't work properly if you work at meter scale like this. It's meant for centimeter. That's why I said you import it at 100x uniform scale.

pallid compass
#

its about twice the size

grim sinew
#

Like you'll notice its modeling tools getting imprecise at meter scale

#

That's.... weird

pallid compass
#

my ue4

#

i mean

#

my maya is setup in CM

#

and matches ue4 perfectly

#

when im working i use char model for size ref

#

alot of the time

grim sinew
#

Alright, whatever. Just change your grid settings to be 10x their current size to fix it.

#

100x*

#

I'm not running tech support all day on this.

#

Your scale setup is different to how most people use Maya, so the script as it is won't work for you

plush yew
#

is there such thing for someone to teach a nother person how to use unreal engine for beginners?

grim sinew
#

Epic has a bunch of tutorials on youtube for that

pallid compass
#

right gotcha

#

dw about it anyway

#

gotta figure out this decal thing first

#

step 1

#

how to make decals 😂

#

wonder if i can do it in substance

plush yew
#

this happened.....

grim sinew
#

Generally not, unless you want to bake it all onto one texture anyway

plush yew
#

😂

pallid compass
#

or maybe quixel with there stamps

#

thought i was putting it all on to one texture sheet, an atlas that is?

#

iv never made decal atlas before, just wondering what software i should go with hmm

frank escarp
#

@pallid compass model them

#

in a quad

#

and then you bake that into a texture

grim sinew
#

It's still a second texture map/material

pallid compass
#

wat that be slow af

#

when i can stamp em on?

#

il be basic hoe and try basic text in photoshop first lmao

#

so you said every 1m is 512 right?

worn granite
#

If you make the mesh decal or w/e then you can use it with the workflow of the plugin, but if you just stamp it on you can't. Also they said stamping can be inferior

pallid compass
#

what plugin?

pallid compass
#

is that belnder?

grim sinew
#

Yes, 1m = 512 texture pixels. That's what 512 texel density means.

worn granite
#

looks like it

#

yeah it is

pallid compass
#

yeah never used it before

#

right gotcha

worn granite
#

There are probs other plugins that are around the same concept

#

if you have a plane which starts off with your stamp UV'd to it, then you can deform the mesh and the UVs can be updated

#

or something I dunno

#

not an artist but that's what I see going on

unborn urchin
#

hey folks, anyone able to point me towards documentation on lighting with an orthographic camera? many thanks

pallid compass
#

wait

#

do u have to perfectly

#

place the meshes on top?

#

i thought they just had to hover

plush yew
#

Hover otherwise they will z-fight

pallid compass
#

does it project the details

grim sinew
#

Hover a tiny bit, I think mesh decals have an offset of some kind though from the documentation

pallid compass
#

down on to the mesh?

#

or do they stay hovering

#

im just trying to figure out if im doing it right

#

did quick test

#

but its obviously hovering

#

it may look flat in SS

#

but its obviously hovering

plush yew
#

Wait what is this mesh decal you speak of?

frank escarp
#

@plush yew the blender video above shows it clearly

plush yew
#

I meant in regards to UE4

#

Like, it's some sort of feature?

frank escarp
#

yes

pallid compass
#

i think im missing something obvious here

frank escarp
#

you model and bake some stamps

#

and then you put them as a mesh on top of something

#

you then have a 3d model to export (the cube)

#

and you create stamps with simple quads(or whatever)

#

you then put the stamps wherever you want

#

like this

#

as floating geometry

#

now, this thing has 2 materials

#

the normal box material, and the decal material

#

and you setup it on the material

pallid compass
#

Can u confirm

#

does the engine project the mesh down

#

on to the other mesh

frank escarp
#

no it doesnt

pallid compass
#

like actual decals?

#

well not project the mesh down

#

but project the visuals down?

#

if theres no projection

#

or anyrthing

#

then how are they even decals o-o

frank escarp
#

becouse i made them a mesh myself

#

i projected them inside blender

#

thats why they are not projected

#

of course my alpha is whack

#

becouse i painted it in a shitty way

#

but you get the point

pallid compass
#

im just bit confused

#

why this is called decals

#

there not really decals at all

#

there just mesh slates on top

#

Swapped it to surface

#

from special decal

#

renders the same

#

0 difference

#

unless im doing it wrong

frank escarp
#

no, they are cheaper

plush yew
#

Yeah they're not really decals in the way you think they are

frank escarp
#

they do not project

#

they just render on top

plush yew
#

Literally just meshes on top of your geometry

pallid compass
#

but if u put any quad mesh on top

#

its gonna render on top

#

anyway

frank escarp
#

this is blending the normal map from the decal for example

#

again, sorry for the whack alpha

#

but thats the idea, it renders on top, but its in a way that it blends with the stuff below

pallid compass
#

hmmm

#

mine does not look blended at all

#

i was just trying to do umm, simple text

#

maybe im not placing these quads right

frank escarp
#

texture resolution effectively infinite for this details

#

you can keep adding that hex bolt everywhere, or the rails

#

and they will stay sharp no matter their world size

#

the actual cube is not even UV-d

#

and yes you can override color

#

and roughness

#

and metal

pallid compass
#

can u show me in engine

#

mine just look like crap

#

and its just text

#

maybe im just potato

ionic sedge
#

How did you set it up?

frank escarp
#

google intensifies

pallid compass
#

mine just looks

#

crap omg

#

tried keep shot at it

#

with just colour text

#

and it just

#

dosent look right

frank escarp
#

works fine for me

#

apart of the whole "alpha is shit"

pallid compass
#

how close is ur stuff

#

in blender

frank escarp
#

pretty close

pallid compass
#

maybe im not close enough?

frank escarp
#

might be

#

it needs to be almost straight on top

pallid compass
#

okay

#

i wasent as close as ai should of been

#

no where near

#

ty vblanco

#

to the rescue as always

frank escarp
#

as youi see, they affect roughness if you want

#

i think it would be best to have 2decal materials

#

one for the purely normal map ones

#

and other for the texts/stuff that colors it

pallid compass
#

thats prob a really good idea

#

and u sure there cheap yeah?

frank escarp
#

yes

pallid compass
#

nothing to worry about to intergrate it for all main workflow stuff

#

like important things

frank escarp
#

and they work in forward rendering

#

and vr

pallid compass
#

;o

#

thats nice!

#

not that i need them, but its nice

robust tree
worn granite
#

it returns -1 if not found

robust tree
#

great

#

@worn granite thanks!

worn granite
#

you can probably request a bool

robust tree
#

that would be more obvious, right?

worn granite
#

yeah maybe but -1 works for now right?

robust tree
#

of course 😃

#

when you said "request a bool" did you mean that I can ask Epic to add it to next version?

worn granite
#

yeah

#

It won't make it into the direct next version though

#

but yeah you can put up a request on the forums

robust tree
#

now when you told me -1 is enough 😃 it's not worth the effort

plush yew
#

whyyyyyy i suck at ue4 why ?

#

to me , ue4 = maya ! and i hate maya.

inner mountain
#

Hey guys!

I'm trying to make LineTrace by ECC_WorldStatic and my landscape is missed by the trace fro some reason.
Why it could happens?

#

CollisionPreset is BlockAll and I see ObjectType is WorldStatic

#

the same code is working good for a static mesh

plush yew
#

So ive create a 1d blend space when i opened it, it wasnt the same as the video
Picture of my game: http://prntscr.com/gxg05m

Picture of the tutorial: http://prntscr.com/gxg0fd

Link to tutorial: https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1ga0IoRrpI4xkX4qmCrhGu56/7b9WM8TVdpA/index.html

So idk what ive done wrong ive followed the video exactly but idk why its not showing up like the videos

Lightshot

Captured with Lightshot

Lightshot

Captured with Lightshot

(00:05) - Intro to Blend Spaces

rotund scroll
#

so after a some research and googling on the subject, I can't seem to find out how to attach a socket to another socket

frosty copper
#

hey @plush yew , you could turn off the qwerty bullshittery so it doesn't behave like maya. 8)

rotund scroll
#

does anyone here know?

frosty copper
#

o_o I wish I could say yes, but I've not touched sockets in several months. DX
Going entirely off memory; there's a box to select a parent socket in the properties of any socket

rotund scroll
#

I've seen this parent socket thing, but there's no documentation on what it does

#

and I'm not even sure it's useful in my case

#

I basically need to attach one skeleton to another skeleton

frosty copper
#

ah, in that instance you'd use something akin to "attach to socket" via blueprints (or code)

rotund scroll
#

I'm using attach to currently, however you only get to pick the socket of the destination

#

not the socket from the actor or component to attach from

plush yew
#

LMAO @frosty copper

frosty copper
#

@plush yew I hate maya d: So turning off everything that makes it behave like that clanktrap increases my sanity :p

#

anyway

#

I do remember some way of specifying the originating socket, just not how exactly; sorry chap. I'm too rusty. DX

rotund scroll
#

thanks for trying... feel free to tag me if it comes back to you! 😃

plush yew
#

Am just glad i started learning max since 2013. am a hobbyist even thought i would be very disappointed if i learnt maya from first place. i cant say same thing for ue4 !

frosty copper
#

Will do~ :3 though knowing my luck by the time it comes back to me you'd have figured it out. 😛

#

I can certainly say UE4 isn't as hair-pulling an experience to learn as autopoop maya was/is o_e

rotund scroll
#

3d packages and their UI are abysmal

frosty copper
#

xD

#

I dunno; UE4 UI reminds me of Blender, and I prefer that over Max & maya any day. o_o

rotund scroll
#

I raged harder using them at first than I've ever done in dark souls

frosty copper
#

XD

#

The one thing that does make my blood curl in UE4 is when I install/open a new engine;

  • Icons are obnoxiously huge.
  • qwerty shit gets in the way
  • WASD-QE only works if I hold down the mouse.
  • ... it doesn't remember my god damn layout! DX
#

and I knoe it's just a few seconds in the preferences, but every new engine I always do the same raging fists and "FFFFFFFFUUUUUUUUUUUUU!!!!" noise/expression. :I

rotund scroll
#

yeah I always thought it was funny that there was a "reset layout" and "save layout" but not a "load layout"

knotty pawn
#

Hey guys. New to game dev.
Hope to make the next Pubg by next week

frosty copper
#

funny but back of the mind rage inducing. xD

#

especially back in the days of Uni. good gawd. x_x

#

good luck with that Dimax. :p

knotty pawn
#

Haha thanks. Hopefully by next year maybe some prototype

frosty copper
#

maybe sooner than ya think. 😉 just go one feature at a time~

knotty pawn
#

Should I start by learning C++ ?

frosty copper
#

you'll start snowballing soon. :3

knotty pawn
#

Soon to univ. so would like to get an idea if coding is my thing and all of that

frosty copper
#

tough call to be honest. If you have some knowledge of code you could. Blueprints are also good.

#

if you're on your own you'll eventually start doing both (arty stuff & code) either way

knotty pawn
#

Yeah I can imagine

#

Still "code" is the base of everything, so I guess the better I know, the better

frosty copper
#

starting up though; just ask if for the immediate future:
Do I want to make things functional first and pretty later? (Code, then art)
Or do I want to make things pretty first and functional afterwards? (art first then code)

worn granite
#

Are you a complete beginner ?

#

@knotty pawn

knotty pawn
#

I know the pure basics. Made a few 2D games with Unity before

worn granite
#

Any prior experience with C/C++

knotty pawn
#

Years ago. So Forgot pretty much everything

worn granite
#

Yeah ok. And you're interested in programming right?

#

Or more of a generalist role?

knotty pawn
#

Yes I'm really interested

worn granite
#

Alright if you're mainly interested in the code, I'd recommend brushing up on C++ first and then maybe start picking away at some example C++ projects.

#

While UE4 is downloading you can brush up on the Gameplay Framework

cursive dirge
#

I recommend starting with the c++ template

#

c++ sample projects that you can find for UE4 are outdated

#

or, done in a way that new projects shouldn't be done at this point

worn granite
#

BP isn't a bad way to learn the engine either - I'd say its important to be capable of using BP

cursive dirge
#

yeah, I recommend learning BPs first

#

even if you are a programmer

worn granite
#

Its intended to be a mixture anyway

knotty pawn
#

Lots of good advices here

frosty copper
#

afaik, blueprints help with learning some of the names of functions & shenanigans, no~?

worn granite
#

Well they can

cursive dirge
#

blueprints help you familiarize yourself with the engine

#

c++ has similar functions

#

sometimes they are the same functions

frosty copper
#

.... and every now and again the function you need is named something compeltely obfuscated. 😄

tall pendant
#

even for Bp's i'd still recommend knowing at least the basics of OOP

rotund scroll
#

which degree you going to uni for @knotty pawn

worn granite
#

@knotty pawn Make sure you install source when you download the engine (or if you grab from github that's obviously done when you do that) - if you use BP it may be neat to peak at how those nodes are implemented (function or the actual node)

knotty pawn
#

Either Comp. Science or Software Engineering

worn granite
#

UE4 can open VS directly to a func called from BP

rotund scroll
#

start simple

#

like really simple

#

like basic blueprints

#

everything else will just make it harder for you to learn

next badger
#

for serious c++ only github source
i had no luck with debugging rocket build

worn granite
#

Not for debugging, really, just so they can view both easily

knotty pawn
#

What do you mean by Install Source?

muted kraken
#

I'm trying to delete a map but this error keeps showing up

``World /Game/ShooterGame/Maps/Sanctuary.Sanctuary is in use.


Running the editor with '-NoLoadStartupPackages' may help if the object is loaded at startup.

External referencers of World /Game/ShooterGame/Maps/Sanctuary.Sanctuary:
UnrealEdEngine /Engine/Transient.UnrealEdEngine_0 (root) (2)
0) [[native reference]]
1) [[native reference]]

Shortest reachability from root to World /Game/ShooterGame/Maps/Sanctuary.Sanctuary:
World /Game/ShooterGame/Maps/Sanctuary.Sanctuary [target] (standalone)``

worn granite
#

there should be an option when you download the engine

knotty pawn
#

Ohh I see

#

Got it

worn granite
#

the binary version of the engine can also have the engine source

#

you can't change it, but you can view it

#

if you wanna be able to change it you have to clone github

ripe zenith
#

Hey, I unpluged, then pluged my xbox controller, and since then, it doesnt work anymore in UE4 (but it still works in other games), any ideas how to fix it?

worn granite
#

what kind of controller @ripe zenith ?

tall pendant
knotty pawn
#

You guys are super helpful, Thank you

worn granite
#

Nah seriously the brand matters

next badger
#

@worn granite it doesn't work properly, if you click on widget inspector link, it will point to some crazy path(probably compile state) and not install one

worn granite
#

My Windows 10 will only use my official microsoft controller

frosty copper
#

also, big tip; if you're on shitdows- make sure to download the debugging symbols

ripe zenith
worn granite
#

but I can use the same controller on other PCs

#

but that's more the entire OS

#

not UE4 specifically

plush yew
#

What are the debugging symbols for? I never install them

ripe zenith
#

The thing is, until I unpluged/repluged it, it worked perfectly...

next badger
#

@plush yew for debugging, obviously

plush yew
#

What use case though? I can already debug...

worn granite
#

@next badger right, but they're just starting. doubt the reflector would even be open at any point

plush yew
#

🤔

worn granite
#

Can you debug engine code?

frosty copper
#

it's for when you're building & debugging the source, iirc.

worn granite
#

Even if you can't change it directly you can still know your input is causing a problem

next badger
#

@worn granite ofc you can

worn granite
#

Asking @plush yew lol

#

Cause of course you can debug game code

plush yew
#

Got confused with the multiple conversations. I've never gone into the engine code so dunno anything about it 😅

worn granite
#

You'd normally only step into it if you'd already debugged everything else but something is still being weird.

next badger
#

@plush yew its not a necessity, downloading them won't make you cooler...

worn granite
#

Or with crashes or something

next badger
#

^ main reason is bugs and crashes

plush yew
#

I see. Good to know 🙂

frosty copper
#

afaik, trying to build the engine from source without the symbols usually didn't end well. xD

next badger
#

@frosty copper thats silly, what you just said...

frosty copper
#

wait really? o_o

next badger
#

@frosty copper symbols are generating in the process of compilation

ripe zenith
#

Restarting my comp didnt even solve my issue...

frosty copper
#

huh.

next badger
#

sources + libs => vs => binaries + debugging symbols

frosty copper
#

my group at uni had a lot'f issues opening a c++ project in the 2nd year; had a load'f lecturers stumped for a while too. O_o debug symbols fixed some of the issues. shrug

worn granite
#

Uhhhhhhh

next badger
#

debugging symbols storing the info about compiled files relations

ripe zenith
#

And my controller works in the editor, but when I click "Play", it doesnt work

worn granite
#

Its possible some other file came in the symbol pak but that doesn't make sense to me that symbols made UE4 work

frosty copper
#

tbh chap, a lot'f things that happened that year didn't make much sense

worn granite
#

fair

next badger
#

@frosty copper if the project was source only - no pdb files are required, those are only needed if there's no source available, like example third party libs

#

and, again...only for debugging

#

@ripe zenith what does it mean...my controller works in the editor, but when I click "Play", it doesnt work ? is it suppose to work?

worn granite
#

If it works in editor but not in PIE then you're missing something in the input stack

frosty copper
#

yea, makes sense. that year didn't. xD guess I just made a bad assumption d:

next badger
#

since in game all actions on the controller are captured by "player controller"

worn granite
#

either your inputs aren't defined or your input component isn't routing input

#

@ripe zenith

#

if its the latter its most likely because you're trying to have input in an actor

next badger
#

^ probably

worn granite
#

with next most likely thing being that your gamemode is using the wrong playercontroller

next badger
#

^ 2nd most common issue

#

@worn granite sorry, i'm not trolling =))

ripe zenith
#

@next badger Well, 30 minutes ago it worked, and for the last few weeks it worked

worn granite
#

Oh neat

ripe zenith
#

It's since I unpluged then repluged my gamepad, it doesnt work anymore

next badger
#

@ripe zenith have you plugged it in to the same usb?

worn granite
#

I feel like I encountered this

#

I don't remember the solution

ripe zenith
#

@next badger Yes

next badger
#

since it may be the reason it's not the "same" controller anymore

worn granite
#

'tis FUBARd

next badger
#

i wonder if ue4 may reset the controls/binding if controller is missing

#

like: oh, no controller available, i should switch it to default

ripe zenith
#

But how can I fix this?

frosty copper
#

slap it with a fish

worn granite
#

try an alternate controller and then curse windows like me

ripe zenith
#

Curse windows?

frosty copper
#

you could also theoretically cycle through all 4 players on the controller?

#

swear at/threaten to destroy Shitdows. ^

ripe zenith
#

The issue is from Unreal, not windows...

tardy ocean
#

hi, i have small question, what is the best ads system for our games in android?

humble rivet
#

anyone know if 4.15 had a bug with references ?

#

all my references are a bust ! (logic is correct)

livid haven
#

That's an awfully vague issue to have.

plush yew
#

Hi.

#

I need some HELP.

#

Anyone here a computer repairman?

vague crescent
#

I'm not exactly a computer repairman but I know some stuff.

#

Shoot @plush yew

plush yew
#

I am making a resume for this job.

vague crescent
#

Ah

plush yew
#

All of my experience is either on my own PC or from different clients.

#

I have not worked at any establishment doing PC work.

vague crescent
#

You can say that you are skilled in computer maintenance in the about you portion.

#

(I've never written a resume so if my advice is stupid just tell me)

plush yew
#

They probably want references.

vague crescent
#

Do you have any of your old clients numbers?

plush yew
#

I have a few.

#

This thing is due tomorrow though.

vague crescent
#

I might be able to help

plush yew
#

And I haven't contacted anyone.

vague crescent
#

I can come up with a fake problem and you can help with it and then you could use me as a reference

autumn sandal
#

hey

weary basalt
#

hey

plush yew
#

Well I'm A+ certified @plush yew, for all the good that is

#

Is it like geek squad or a break fix position?

#

If it's Geek Squad you'll want to emphasize sales experience, also helps a lot if you have a ceritification

toxic oriole
#

Hey, I'm going to leave the server for now. It's been a while since I've posted, or contributed, and I've gotted a bit distracted from game development. I may join back once I get back on track with practicing development.

#

Farewell, for now.

plush yew
#

Roommate of mine said he's send my resume over to a guy he knows.

#

(He speaks a bit of English)

next badger