#ue4-general
1 messages · Page 126 of 1
in t he channels
shouldnt even matter if you do it now or if you do it when you're done
but yeah minor stuff like this is why i gave up on quixel. it's just broken in tiny bits everywhere
aparently its already blue?
lolwut, why are they colored? what version of photoshop is this
i've -never- seen them colored like that, and I've used PS2, PS4, PS5, PS6, CC 2016, and CC 2017.
ah whatever, just flood it with white anyway, should do it
quixel usually works with rgb/16, but it honestly won't matter since unreal doesn't import HDR normals
gotcha
there is something up
quixel does not normally make my normals
this colour
ah well it's fine. just wrap up your work on it and fix it afterwards. point is, unreal strips out the blue channel anyway with BXT5 compression, so as long as you at some point make it pure white in the blue channel even if it's on a flattened image when you're done, it won't matter
that tiny box below the x icon in the ndo2 window should have stuff
i forget if it opens projects from there, or if it just autodetects when photoshop opens one
the biggest surprise here is you're still using photoshop cc 2015? i didnt even know adobe let you keep old versions that long unless you were still on CS6 like I was until recently.
aren't updates included with the subscription?
ah
opens project
ndo coverts all normals as if its photograph
what.jpg
why do i do this to my self
pff
jfc gonna throw my self off a bridge, why is there no good tutorials on mesh decal panel lines
maybe you should make one 
i dont think i could panel my way out of a plastic bag
Not with that attitude
give up asking tutors at college, they dont even know what day it is half the time, it sucks
because it's pretty self explanatory. want me to write a tutorial right now? 1: Make a panel line texture like... 64x64 pixels. 2: Make a polygon plane, assign texture. 3: Stretch and extrude the plane until you wrap it around where you want the panel line to be. 4: Get a coffee, you're done.
Uk, City of liverpool College
Its one of the main colleges in the uk, in one of our largest cities
Because it makes me super mad that iv invested a ton of debt in too it, and they dont know what day it is
Matsuoka Shuzo's famous NEVER GIVE UP!! message, subtitled in English for those viewers who have no clue what he's saying. After seeing so many MAD videos of...
2 years
If you're actually past the halfway point gl
Ooh tough decision
the worst part is its the best college around here
What major?
They just spent 2.5mil on new tech
and get get tutors
environmental games design diploma, HND
Is it for games ______
if thats spelt correctly
Wew lad
Put it this way right
There getting us to model char's and rig them
on an environmental course?
wait no thats not the best bit
We where being taught to make a "scare house" in ue4, blueprints right, moving stuff with matinee? and i got shouted at for doing it in c++ because he couldnt read it
Oh boy
Hey show me some reference they gave ya
if you weren't halfway through, i would say pack your things and come out here
you clearly hate the place
Oh wait it gets better
i do, but there is no where else around here
They didnt have enough people wanting to do char art right
so they merged them in to a Diploma for envri design
the one im doing
Do they even provide a folio ?
and non of them know how to model
Or like some kind of reference ?
They made us make a portfolio, on year one, out of 5 years
when u have 0 work to show
makes no sense.
Cause I'm willing to bet as a programmer I can pick it apart
il log in to the VLE and get some
If I give more valid criticism than the people running it, you should leave.
5 years? o.O As someone in the US, that sounds so weird to hear
2 Years doing a level 3 degree, then u do 2 years getting your HND, then u can do 1 more year to raise it to a degree
how do I migrate EVERYTHING from one project to another
copy+paste
take your pick place
Yup
"3D Modeling for Computer Game" Yeah but only a single one, that's all you get!
Unit 18 and 69 ( ͡° ͜ʖ ͡°)
So is this an online thing you're doing?
no
This is in a huge college
like
BIG
we have two rooms over 2 floors
there is around 400 computers
room full of 27 cintiq's, we got mo cap gear
Sounds standard
the lot
and no one knows anytihng
anything
Task 1 LOD1
· Create a Blog named - My Blueprint Lab (2.2)
· Research and blogpost information explaining the principles of procedural programming (500 words) (1.1)
Upload a word document with your tested Link to your Blog Index for this specific unit```
I've been to 2 colleges for this, what you're describing is why I -left- the first one 2 years through, uprooted my whole life to move across the country, and went to a better one
bruh
INPLANTATION
INPLANTATION
INPLANTATION
INPLANTATION
INPLANTATION
INPLANTATION
INPLANTATION
INPLANTATION
INPLANTATION
INPLANTATION
INPLANTATION
INPLANTATION
INPLANTATION
It's called Procedural Programming but you got shouted at for using C++? 🤔
Yes
IKR?
we don't refer to them as levels, but i get the idea
The fact that you can expose C++ to BP means that you could likely teach the class - sad as it is
Well funny thing
Not that its hard
From the sound of it I could just singlehandedly teach that entire school
They said to me
we want to bump you to our highest level and we want u to teach
and once uv got ur degree we will pay u 17 pound an hour
so i basically skipped a year
u could zero lmao
I am ment to be flying out to TNG studios sometime soon in LA to do some interning there and learn
Thats the only thing that keeps me going 😂
If you come out to LA, visit Gnomon. You won't regret it, even if all you do is get the event schedule.
Those free events here will probably give you more than a whole class there
Id kill to go out and study there full time, but its just the living costs
This is why I consider games courses to be a joke
Oh yeah, a lot of them are. A LOT of them.
So since college is abit crap, i have just been working on my small game with a few friends, and refining all my skills everyday
Also, living costs are painful, I will admit that.
no parents either, so im just a solo polo working my butt off
Hello guys. I am looking to use UE to create a film. The main character's face needs to be as detailed and realistic as possible, I have 3D modeling experience but none in gaming. Where do I start in creating this character?
Generally in zbrush
I always tell my self it could be worse, so if i at least gey my degree i would be able to have it as a fall back to teach there and get paid i guess
well there u go place lmao
There is not even anything in there 10/10
....that's an art test?
What bothers me the most is that this school is forcing you to blog
Know what @pallid compass , I'm going to send you a link, and I want you to really consider it, because this is painful to watch
I understand z-brush, but how do I get started with a human male model? Do I get one pre-made and modify it? What are the Poly limits? What's the best way to do the facial speaking animation?
PLACE THATS WHAT I DONT GET FAM
why do we have to blog all this crap
It makes
0 SENSE
btw there's gotta be a more detailed view of this
There should be task sheets but its empty
lemi get u the unit 18 one
btw funny thing
HND year 1,2,3
are all doing
the same scare house
like WHAT
@pallid compass https://www.gnomon.edu/courses/online Here. Use this to get around the moving problem. See if it's in your budget, find some things you're interested in, and I'll tell you if the teacher for it's good or not. Sometimes for the online stuff they have different people teaching than the in person stuff since schedules get booked.
Are you an artist seeking visual effects training? Gnomon's online courses connect you with working industry professionals and peers. Get started today.
https://www.youtube.com/user/gnomonschool/videos also a LOT of the events they have go on are on youtube for free
oh wow wtf no grading sheets in unit 18 either D:
10 weeks for #1323 is not bad i guess
dollers*
I would like to be a Programmer, and my backup to be hard surface modelling
But i can do a little bit of everything
@torpid pecan You should make your own model. I'd say tri counts for AAA games (Witcher 3, Horizon) are around 80k
Yeah, it's how all the classes here are. 10 weeks per term, we usually take 6 classes per term.
Time investment depends on the class. Some are pretty easy, some ask like 20-30 hours of work a week of you.
Gotta work hard to get good
Yeah you gonna have a solid programming background with BP fundamentals and being chewed out for exploring
Right now im just focusing on my hard surface work so i have some assets to work with and really go deep with programming
Great school
Are you making a solid portfolio alongside whatever the school makes you do @pallid compass ?
well
i like to say
fuck no
because there work is crap
I wouldnt put anything they have mad us do on my portfolio
made*
I feel it would be executing my self
So you are, and you're excluding required stuff?
Even better
that's nice because you'll need it
I feel there work, that is what they ask of us
Yeah you need to be building your portfolio now. Sooner the better. When you graduate, you want to have a lot to go through and pick from
is no where near industry level
true
last year, the other level 3 class, got 1 class in modelling LOL it was insane
I did this in Hard Surface 2 here
This was about a year and a half ago now
Thanks @plush yew The facial animation doesn;t need to be real-time capture as I will be cleaning it up myself. I am looking to grab a ready made male and then customize it as I don't want to recreate the human male. Is there a good male character asset somewhere that is idea for developing in UE?
If you do something like this, it has every single challenge hard surface modeling will ever have on it.
Once you pull something like this off, you're good on hard surface.
dam ;o
i cant imagine how nice that thing would look textured
Is that chamfered average normals i see?
or is it high poly af
High. Sub-d modeling all the way.
It would be like a day of work to get this game ready though.
Baking something like this wouldn't be hard at all
i recently discovered chamfered average vertex normal work & mesh decals
The individual pieces are rather simple
so im refining my workflow again
I did UV it as part of the requirements, but we didn't need to texture it or anything so I didn't. In fact we were told to model out every detail, so even the tiny lambo logo on the front hood is mesh extruded from an illustrator trace I did.
Maya, whole school uses it since it's standard in films and games.
They get pretty much everything we need. A single student asked for upgrading to 64gb of ram for houdini sims and they had it ready the next term.
mm I could never get on with Maya
I had to use it on a project at work a while ago for exports
I started out making custom weapon skins for Counter-Strike 1.6 back in the day
oh dam
I keep looking at your ships
and i cant even get my head around it
There so good
they're just built from a lot of simple parts really
Yeah I imagine it's just an atlas somewhere, right?
And you build it like a lego from there
Right now i have a mask workflow using tiling textures, then i want to atlas the panels and stuff on
and i was looking at your work and i was just like
Yeah I've got a couple of modular kits and a main panel texture
"what"
I tend to use vertex colour & colour ID maps in the shader so I can tint everything in the engine as well
I have ID masks, for area's
i use tiling textures on them
i also have a grime and scratch mask
for tinting
@grim sinew hey noctis what uni you go to?
I tend to mask whole areas and then apply things on top of the base colour/roughness/metallic
Hahaha, the Gnomon School of Visual Effects.
rather than tinting textures
About to graduate in like 2 months.
Now im just trying to figure out how to apply panels properly
@grim sinew good for you noctis, then if you fail as a prince, you can still develop
Could u offer any advice? since u are building hard surface ships similar to what im doing (except mine are alot smaller)
well
Thank you! I'm going to rebuild the entire city in VR so the construction workers can get it just right.
it depends on your use case what the best way is to build them really
you could use normal maps or geometry, unique maps or tiling/modular materials
Even down to the giant cup noodle hats everyone was forced to wear, and there's nobody alive left that can argue with me.
there really isn't one right answer
you need to decide what's best for your particular project
we went through quite a few iterations to arrive at the current workflow
@grim sinew but your dead though
Right now iv been diving in to the Mesh decal system, as its what star citizen uses so i thought id give it ago
@solar quarry Spoilers!
the mesh decals are OK but they have too many issues for me to be reliable in production use
Yeah iv changed my workflow alot too, i like the decal system alot, im just struggling to get good looking panel lines
Oh?
they really need more love from Epic
@grim sinew sure you killed the one guy who could stop you but...
You don't know that! Also wait, if I'm dead, how am I using discord?! o.O I guess that ring has good wifi.
@grim sinew damn so you coming back huh?
I only use the dbuffer decals for my actual graphic decals so they just pass on base colour info
but not at all for normal maps
I made Squeenix a mountain of money, of course I am.
@pallid compass What part of the panel decals are you struggling with?
If its not out of order to ask, and you are allowed would u mind showing me how u do your panels? just so i can get an idea as iv been running circles for awhile
it's literally just a texture with a bunch of different panels on it
@grim sinew hopefully this time round all of the city's and empires are actually created and finished
its easy to get straight lines and stuff, but once it gets more complex im abit lost getting it all to look right
as opposed to two regions with the rest of it being only accessible once
I did try painting panels on to a normal map but, i just couldnt get it to look nice with my lack of expert uving
At least I didn't turn out like Duke after escaping development hell.
don't get me wrong, ffxv is a great game but.... damn I wish it had more
This is prob one of my fav's
Yeah, and I haven't played the DLC since I'm just waiting on the Steam ver.
that has only half loaded 😂
if I hadn't completed every side quest first, I'de have probably completed the main story within a couple days
Yeah, it's a shame how much of that game was scrapped. They put a LOT of work into completely unused portions.
At least it got out the door though
I use the normal, ambient occlusion, curvature, grunge amount and edge wear masks in UV space
then the grunge etc is applied with triplanar
@grim sinew yeah man, 10 years of development, scrap a shit ton of it
masks the low res nature of things
so much potential thrown into a bin
the curvature and AO are packed with normal map compression which means you don't get any visible banding
Is that all on one UV map?
Three
Ah so 3 materials per ship?
gotcha
for the main body anyway
Perhaps its just my uvs then, thats why i cant get good looking panel lines on textures
then there's stuff like spotlight decals, manufacturer decals, window textures
Would u mind showing the texture file for that ship?
everyone here creating things like Lamborghini Veneno's and I'm still noobing my way through landscaping
sure, sec
http://www.quadspinner.com/GeoGlyph problem solved
oh what is this ;o
For @solar quarry , plugin for world machine that helps significantly
i change them in the shader for skins etc
the other two use colour ID maps to do the same exact thing except in UV space
rather than mesh based masking
oh i see 😮
@grim sinew yeah, gonna download that
its all tiling
thats amazing
mfw Mellenia and zero have taught me more in 30 mins than my college has in past 2 months
Original concept by Mike Hill. I am responsible for the entire game asset as well as completely new procedural shaders in UE4 that will be shared by all ships in the game, showcased here. I reduced the base cost of the asset a fair bit - triangle count has gone down from 347k to 170k and the amount of materials has gone down from 19 to 7. Might add more breakdown here later if I get the chance!
the skins there have some nice examples of these masks are useful
@grim sinew for now tho I gotta create a blockout for my level and submit it by the end of this week
Play around with the free ver first to get a handle on it, but yeah I wouldn't go back to vanilla world machine after using this
I do as much as possible in the shader so I don't have to have multiple textures for one sheet
even the manufacturer decals like the main USR logo etc use colour ID maps to mask so I can tint them separately
Do you mind if i ask a few more questions? as iv only just moved over from quixel to substance
Sure
man i dont even know what im trying to ask lmao, erm
So you apply your textures tiling correct?
well
it's more of a modular kit rather than tiling
it's more of an ikea flat pack thing where you gotta put the thing back together yourself
but you use those texture kits to build pieces and then just build it out of that mesh kit
obviously the panel texture itself is more tiling in nature but even then I only use individual sections of it mapped manually
Im looking at this tiling section here
yeah that's one panel mesh repeated
@solar quarry http://www.quadspinner.com/GeoGlyph/Library Here's everything GeoGlyph can do. Just keep in mind it's a plugin for world machine, it can't do anything on its own. And if your class needs BSP blockout stuff on top of that, that you'll need to of course handle on your own outside of this, this is just a terrain tool.
They're working on a standalone version, but it's taking a -long- time
@grim sinew yeah I know
just downloaded world machine
basically just struggling with where to start with the blockout
ah same i learned it afew days ago helps alot
So them 6 panel area's
are the UV's all stacked on top of each other
gotcha
@pallid compass https://gumroad.com/l/MayaFWVN# This may help with fixing normals btw
AMT Normal Tools Lite is a free custom vertex normal editing tool that allows you to automatically (or manually) set the vertex normals of a given face to be perpendicular to it's face normal. This tool is provided for free, so feel free to share it with your friends and co-workers ! :). The tool works on Maya 2016,2016LT,2016.5,2017 and 2017LT. Windows Only. For the installation just follow the instructions in the "Instructions.txt" file :). Polycount thread : https://goo.gl/tioj7W. Youtube Trailer : https://www.youtube.com/watch?v=MmvpnqDKp-o
I wish someone made a nicer vertex normal toolkit for Max
I think I saw one the other day
Okay this makes more sense now,
You made the textures in substance i guess? then u go back in to max and assign the uv's all too the correct places?
well the masks yeah
for some reason I can't get world machine to start
the normals are a combination of nDo2 and mesh bakes
gotcha
Can u tell me a little bit more about your masks? this is very different to my workflow as i tend to use tiling texture and id masks
oh wait... got it to work
just curvature, AO, grunge amount and edge wear
the actual amounts are controlled in the shader
I have been looking at the Gladiator from the SC art dump and i just cant get my head around them panels so clean 😂
the grunge amount just fades the tiling triplanar grunge pass in predetermined areas so it doesn't look all samey
gotcha, i forgot about that oops
they have a tiled panel material
and i just dont get how u could get that to work so well lmao
Experience mostly 😛
it's not that hard really
you just need decent topology and just manually straightening stuff out
if your topology is bad your UVs won't be great either
Yeah tbh im not good at uv's
90% of my job is just literally modeling and UVing stuff haha
it's just straight lines really
they're not really easy to visualize as nothing is really inside the 0-1 space 😛
i just scatter stuff around and move it until it looks good in the viewport
u make it round easy haha
i think my issue is prob my uv scaling
to get equal texture density
that's where things like triplanar grunge help
because it gets applied at a consistent scale regardless
I can mirror, reuse, stretch and scale stuff pretty far before things break just because that hides all of it
I will need to look in too that more
Im just currently searching for an example of a Panel tiling texture so i can make my own and try it out
depends on the style you're after really
the ones for our three manufacturers all look pretty drastically different
Just going for something simple like that white one
Just to try it out, iv never tried tiling stuff like that before
yeah that'll work
my guess is, it must all connect in the same place at the top and bottom
Then im wondering how they got tiling mat to do that
well you can make cuts anywhere
just fiddle around until it looks good
takes a bit of trial and error
Not 100% sure what i mean by that, im looking for a online example right now
god dam i just gotta find a flat version of that white texture then it should make more sense 😂
you could just try a few things out yourself 😛
it's better to figure out on your own anyway
I would but i have 0 clue where to start, if i can see Point A and Z, then figuring the rest out is not too hard
I see it
its a hard edge cut
But then how the heck do they have that panel like perfectly between them o_O
omni directional tiled metal plates textures is the term i think im looking for,
Remember you can use alphas too if you wanna go really fine
I'd avoid going too gridlike, not all lines need to go through
how do you guys adjust the foliage texture to the landscape texture so it is visually seamless?
A tps, topdown, or flight is better as a base for twinstick movement?
Any is fine, if your really new go tps
Tga file save type on photoshop has vanished for me 😃 yay
it doesn't disappear, check your color mode
8bit 32bit..etc
or simply restart PS
@lethal hull you made this sound way easy, mine looks tacky af rn i think its my uvs
i just exported it as psd
If I wanted to hire a freelancer to create a realistic male face for use in UE4, what would it cost roughly?
if i hide a light during gameplay, how do I update the built lighting?
You cant, baked lighting is offline only
Is there a difference between .fbx and .uasset ? or does it not matter ?
.fbx is general 3d modelling format
u.asset is file types imported
I believe they may also hold information as well
regarding to that assets use in the engine
i may be wrong
Still not 100% but thanks
@sudden agate just match tints and make sure your indirect lighting is boosted enough to not have super dark shadows under the meshes. Takes a bit of tweaking.
Or if you are doing large scale worldspace color variation in the landscape material, make sure you apply the same variation to the foliage.
@grim sinew i think ima take your advice, if i can some how scrap they money ima take the course
@hardy shard .uasset is the engine's data container
In the case of models it also includes the model data, but also stuff like the material setup, references, LOD stuff
Anyone know of any resources for in-game purchases/steam market integration? i did a cursory search and didn't see anything helpful show up
That sort of thing
But it also does stuff like Blueprints, in which case it's just your entire BP in that little file
Does anyone have a poly count link for a good tutorial for doing UV's for large objects that u will tile textures on
@hardy shard Like a .pbo in A3 + Hi 😄
Hey guys, I made a tutorial about drawing an outline around stuff: https://youtu.be/9fxnv2ccklg
Use custom render depth to draw outlines. Pawel's excellent article: http://www.michalorzelek.com/blog/tutorial-creating-outline-effect-around-objects/ Sampl...
is there a way to duplicate the details panel and lock its selection?
specifically, i want to be able to compare two components side by side
in Unity i can just add another inspector tab, lock one to the thing i currently have selected, and then click the object i want to compare with
that way i can side by side them
at the moment, the best i can figure out is to snap a screenshot
there is a blender addon that makes booleans way better to use
and its built in, just disabled by default
What addon?
oh dam
rip me
mfw i suddenly realise i dont understand face weighting when im trying to do it to more complex object than cube
oops
@ionic sedge booltool
Booltool is a funny name
gifduuump
that looks awesome ;o
yeah I love our new companion rig, making a 2.0 of Floppy is next 😃
Does anyone have a link to a detailed guide on vertex face weighting? there appears to be non on polycount
@pallid compass depends on the software
i do know a way to do it with blender, and in fact there is a "WIP" version of blender that has it as an AUTOMATIC MODIFIER
I have AMT normal tool and AMT tool kit
yeah iv got an auto button for it
but it cant auto everything
the way the blender modifier works (in that beta version) is essentially by making smaller faces have less "weight" than bigger faces
so if a big face is surrounded by small faces, then the big face is the one with the weighted normals
its pretty much "1 click and go"
too bad that build is still a WIP build
from google summer of code
Hey everyone,
just curious, but in most studios it is expected for animators to own importing character animations themselves right?
I keep getting push back when I try to get the animation department to own importing animations and cinematic camera's and just wanted to be sure that animators owning the import stage of their animations was the norm
Can't speak for studios, but I always at least expect art files for ue4 projects to import correctly without any additional tweaking if they're not delivered in ue4 - but I'm upfront with this.
@tawdry finch at our place I do the tech art stuff so I'm the one importing models and fixing them up for the engine
While the artists just make the model itself to a specific format
I mean at a studio wouldnt that be the technical artists job?
Here each individual is responsible for importing their own assets
it's just one step in the pipeline
if an individual isn't responsible for it, you just end up adding pointless delay in assets needing revision because they don't look right in the engine for whatever reason
whereas otherwise the artist will see it immediately and can fix it before it even goes into the repo
well if it works for @wary wave Then its a good methodology. (PS when i was first getting into unreal your tuts helped a ton!
Haha, no worries - that was a long time ago now xD
Same here - artists import their own stuff, and if there are problems they can't fix themselves they go to the tech artist for help
where did this come from and why does it exist :o?
it's been around for a while now. I use it for web dev or editing data files (json). It's a lot more lightweight than opening vs.
That question is the first question answered in the FAQ. 😛
it's for those who like to use notepad style editors
I give it two years before it becomes overwhelmed with Microsoft bloat and abandoned
right same here
vs code looks okay but there are more sublime editors out there
yeah, looks pretty reasonable
still has all the bloat Electron has, but they have it manageable
just need to read up on the license terms, but it looks like it's totally free, unlike Community
i have a very large object on my level and when i look away from its origin/pivot, it disapears. probably because of culling. can i disaple that for that specific object?
no - you probably need to fix your bounds
on an unrelated note, anyone know what the impact of scaling is on HISMs?
does having HISM instances with dfifering scales have any impact? I assume not since it's part of the transform, but figured it worth checking
@frank escarp - don't suppose you've tested mesh slicing on Ps4, and know what the performance is like?
havent
ah no worries, I'll have to make a quick test project this afternoon / tomorrow morning then, cheers anyway
what are you doing for ps4?
i dont think mesh slicing would be performance intensive
other than maybe physics collision on it?
I think it depends on how many slices you're doing
probably not more than 1 per frame
I'd like to do quite a few slices at once, so we'll see how I get on
I have just missclick rebuild button in vs..not I have a one hour free time while engine is building...how you doing?.....
VS code supports ue4? Or it just like notepad without any solution and project stuff?
@feral echo it can run and stuff put you have to write those like in notepad plus it have intellisense
hi guys! I have a recurrent user problem: I'm working on a modular scene, and I've just imported tons of meshes. Is there a way to assign a material to all of these assets in the content browser?
Unfortunaltely Bulk Assign doesn't allow me to change the material property...
What is the proper channel here for optimization questions? I'm leaning towards Graphics but that is also a component of level-design isn't it?
depends on the question really
optimisation is usually related to something else
i.e. whatever it is you're optimising
Anyone use Brackets? I find it amazing lol
is there any way to save editor preference in perforce? So it wont get back to the default after p4clean
I'm runing into the troubles with eqs check box because of that
good day simple question if i designning a open world game in unreal should i start the project in c++ or start it with just using blueprints and then go into c++
I'll be a bit blunt and say that if you have to ask that question you might not be ready for building an open-world game
Open worlds tend to take a fair amount of engineering work, but also require an enormous amount of man hours to generate content, even in the sparser games
ty for the reply
even so, the answer comes down to 'it really just depends what you want to achieve'
the question is a bit too broad to really be able to answer easily
You certainly could do an open world game entirely in blueprint, if you wanted to, but blueprint does have it's limits
well just want to get a basic level up with a worlking landscape not like the Kite Demo but close to it and then go from there i know what i can see in the future is c++ but just was thinking maybe it would be smart to start with blueprints first to get my hands down on how everthing works but did not want to bottle neck me or push to far and then get stuck on where to go
normally when people make open world games, they start by defining their requirements, then work on building a custom tool chain / data pipeline to facilitate content creation and gameplay systems
Hi does anyone know how to decrease the size of the apk of his android game? the final file is heavy :- / identify me so that I see the answer right away
@wary wave ty for your pointers
@tardy ocean - you can cut a lot of the default content out to get the file size down; you should be able to find some guides online
I've seen people get blank projects down to 20MB or even less
okay thank verry much, i'll search ^^
hi
someone knows what "Disable fullscreen optimizations" in windows 10 means
what does this function do?
someone know it?
When I was learning, I made a firetruck with a lot of flashing and some rotating lights....Is there a way for the lights to be visible from far away but with not such a large attenutation radius, also, how can I have my lights rotate and be visible but not exceed the limit of 4 overlapping dynamic lights???
https://www.pcgamesn.com/floppy-and-the-sleepy-planet/3d-platformer-unreal-engine-4 article about the game we are working on went live.
The professional partnership of Jan Kaluza and Remi Crespo began, as I imagine most game studios do, with an open request for technical help in the Unreal Engine forums. “Back then I actually had a company that I was running,” Crespo tells us, “and I was trying to figure out a Material question in relation to a project that I was working on.” Read more: the greatest indie games on PC.
Question about scale, if u where building a game with flying ships or something
u would work the ships to similar size to the manniquin right?
Is that what i should do?
im tiling everything
I was worried
Going huge
would cause some issues maybe?
lighting, or textures, or camera's etc
Hey vblanco ^^
just use whatever the hell you want for scale. Probably keep it similar to normal ue4 (mannequin/character) due to physics
Thats what i was thinking
banana for scale
then if u ever stood next to a ship for X reason
u could just scale the ship up
with full tilling textures it look fine right?
If you used tiny ships wouldn't that cause the generated physics assets and stuff to have very little mass?
im cheating and not using physics for movement
Plus you couldn't model with "real life" measurements. Anyway I haven't made a space game so I have no idea. 😛
And you couldn't walk around in the spaceship without scaling it up if you made it tiny in the first place.
true
many pro's and con's to it
Im just not aware at the moment of what backlash could come from building them scaled up
or i could build them all to manniquin size
and for scaleup for any visuals
But if you have some other reference of scale it doesn't matter, I just think real life size is a good reference of scale.
do x8
or something
true true
Im just asking around if there is any issues building huge in the engine
@crisp spoke @ashen brook
https://myanimelist.net/anime/36166/Fireball_Humorous check this out... See if Floppy can make a cameo
It kind of depends on the scale, if your ships are kilometers long, probably yes. 😛
But 10-100m I don't think there are any issues, but I didn't really test it either.
heh
Jan
Meantime, check this out: https://www.pcgamesn.com/floppy-and-the-sleepy-planet/3d-platformer-unreal-engine-4
The professional partnership of Jan Kaluza and Remi Crespo began, as I imagine most game studios do, with an open request for technical help in the Unreal Engine forums. “Back then I actually had a company that I was running,” Crespo tells us, “and I was trying to figure out a Material question in relation to a project that I was working on.” Read more: the greatest indie games on PC.
Share your brains pls
sup?
Do you know about any issues with Scale building big in ue4?
say i wanted to build fighter jets or something
what do you mean?
But i wanted to keep them to scale with the mannquin
big is fine, just use world composition and origin rebasing to avoid float precision errors at large coordinates
gotcha
don't go too small or you get weird lighting issues
found that out the hard way recently
any surface closer than 1 UU to a light source doesn't cast shadows
I think il build to scale then haha
depending on how close your camera can get to things, going for a 1:10 scale or so might be worth it
thinking Third person jet flying kinda thing
But it be nice to be able to walk around them
sort of hanger i guess
You would need to think through how that would work, like when you land, does the ship and hangar get bigger? (with a normal mannequin size character walking around) and so on.
you can also just resize the mannequin
But you could have separate sizes for the flying around/landed/walking around inside parts too, lots of ways to do it.
it be more like
out of cpombat
u can walk around your hanger
sorry for slow reply on the phone to useless internet engineers lmao
What version are you using?
I mean, what version are you trying to open the thing in?
I tried all of them
o_O
just click yes
There was something about rebuilding something and that failed
then in the editor, in plugins, enable the runtimemeshcomponent plugin
Oooh?
On the marketplace it says 4.10-4.16, so it probably won't work in 4.17 for example.
Here's the thing that fails to rebuild
just had some internet proivder
put the phone down on me
because he didnt know what noise line margin was
What's a noise line margin?
dsl line?
its noise in db
thats on broadband lines
he thought i was talking about noise coming out my router
KEK
Unbelievable
You should use Microsoft Sam
when my ISP started their operation to kill the old landline connections to my previous apartment
(as in cut the connection every 20minutes and claim everything is working fine int heir end)
I had the send a tech on site twice
for no reason really
I knew he couldn't fix it but sending a guy on weekday from 400km away to check wiring that works just fine can't be cheap
I finally stopped buggin them when tech support guy called from his own phone and admitted they aren't allowed to maintain these old lines because they are net loss to the company
oh wow thats nuts
I worked for AT&T for a bit, he's right.
They sell packages to shit neighborhoods, knowing damn well they aren't replacing the lines.
So after following a video on YouTube yesterday, I set up a procerdural "planet" (sphere with texture) system, and wanted to take it further.
Being new to UE4, I don't know much, but is it possible to use World Engine to create a bunch of terrain, that I can then have UE randomly generate onto one of my "planets"?
Yeah i guess that be possible
But im not sure if u can generate terrain offline from WM files
Hmm,
Guess I gotta google some more.
My goal is to have "procedurally" generated terrain, but will settle for the ability to import specific terrain on the fly.
Similar to this
https://www.youtube.com/watch?v=o5KJGbID1nU
This is a process of loading a previously generated planet using blueprints in Unreal Engine 4. Huge thanks to DevDad for his Simplex Noise plugin without wh...
@safe rose Ive seen that before 😉 I wont lie I thought of that later in production (but not the original inspiration)
Hey bros
How can I get my WSAD event in blueprint event graph
Which ones are they?
I only see game controller left joystick X and Y
got this error while building to android any solution?
ok
ok
mfw tiling textures on big objects be hard rip
Thanks ,solved @safe rose
Wierd
I cant find that event in my project
But it exists in the template project
Oh I need to set it in projectsetting
nvm
@plush yew Why are you pinging me?
😛 cough
XD oh shit
Just have some courtesy please
but i am a vip
Not even close
😦
@plush yew What do you mean it "disappeared" anyway?
at the left bottom of the viewport there should be a xyz axis
There isn#t more!
gives victor more in a minute
Hurry
Anyone knows why Sequencer doesn't want to play animation?
I've made a new level sequence and I open it again.... doesn't want to work
xyz icon is missing
-_- yes
Did that solve your issue?
yes
😉
i didnt know g also hides this
Well now you do
thanks
@fossil ore Hmmm
Two reasons
1- Because you didn't tell it to
2- Because there's nothing to play
which one is it?
Nononono. There is something wrong with editing the sequence
huh?
I have a character playing an animation
What do you mean nononono
I want to move him closer to camera
None of the reasons you said are a factor
The actor has animation set in timeline
whenever I move that actor, animation is canceled and goes to T-pose
@fossil ore timeline in sequencer or bp graph?
timeline in sequencer
@fossil ore animation on the character?
lemme upload clip
It's really bothersome bug
just press Play
Wrong word
it does the same
yeah
that crewman thing
And you know those work?
And they are being set to those characters?
each character has its own specific animation..... each character is a pawn
skeletal mesh
UE4 is just like "phew, u open and its broken"
and tell me if they are working
Those chars dont have anim bp
It's literally a skeletal mesh with play one animation only
I am
So, answer the question
Go into the animBP
And tell me if the Animation is still working
the fuck
This is proper debugging
its not
Sequencer is a pain
Can you cut animation and extend it without messing around ?
hmmm
I think so
I mean, I am not a Sequencer Pro
Once that channel opens up
It will be a huge thing I feel
Reason to ping us?
Oops, my bad.
Don't ping is for that please , Victor.
Yeah, my b
Personally I'm always in favor of fewer, more mixed-topic channels, because it fosters cross-discipline communication and avoids fracturing the community too much.
- the more channels, the harder it is to keep up with them all, and
- the easier it is to miss things you'd find interesting but just haven't looked for.
anyway
changes are coming and we're actively discussing them
but it's not as simple as it might seem
it really is not as simple, yep 😛
anyway, dinner time. Don't burn down the house while I'm not watching
...I mean I would want to watch?
wait.
you know what I mean
Fully agree with what Jan said. Fewer channels with more talk.
Back to my sequencer... apparently I need to spawn animation again... find that spot and continue
But why UE4 spawns bugs out of nowhere?
@fossil ore What bug? 😛
So, even if you don't have an anim BP, when you open the animation itself, does it play on your character?
yes IT plays by itself
I already fixed the issue, but this starts to appear more common
@safe rose bro nobdys replying 😭😭
@dry shore Aye, sorry man. I'm not a mobile dev. Those errors look like Mobile errors, nothing generic sadly. Can you post your logs?
pastebin them
Link them over in #mobile
no
Be*
because I don't want to type anything out when I can just CP
How can i post my log im noob so😅
We are all newbs
It's just the number of degrees of newbiness
That separate us
Go to your project in explorer
Saved Folder
Logs
get the latest one, make sure it's filled in with some errors
That's project log though
The build log is somewhere else
But we'll need both
Wait ill send it now one min 😊
We are all newbs. It's just the number of degrees of newbiness that separate us.
Pin that shit
Ah, good
😊
so, who well 2d side of ue4 is doing this days?
Is there way to lower compile times? I did try this one https://wiki.unrealengine.com/Boost_Compile_Times but appears to be quite outdated
@wicked lantern it still applies, what are you seeking for? Engine or game compile times?
I added a small engine tweak to make the local compile process more aggresive
@safe rose bro did it help?😥😅
@winged hearth Game compile, would appreciate if you share that information if it's not in the wiki
Try to disable unity build, for smaller projects it eats up quite some time. At the end of the guide I propose a small engine tweak. Will do a PR to use it from the build config soon.
why is this not a slack channel? lol did they move it from slack to discord?
cause it even says slackers in the name
slack was getting full
yes
oh, you can do that?
iirc the slack channel was really close hitting the capacity
TIL
just nice to have threads for troubleshooting and stuff. but yea that makes sense
We were hitting capacity on Slack in more ways than one.
Many of us experienced performance issues due to the high number of users, plus we constantly ran into the free account limits, i.e. 5GB of shared file storage and 10,000 message search history.
Messages from one morning wouldn't be there that afternoon fairly regularly
Yeah. Search was borderline useless because we hit 10,000 so quickly.
Not to mention Slack had a weird way of deciding which 10,000 messages to count. Don't know the exact algorithm, but that number was spread across all public channels, private channels and DMs.
I feel like we could apply for an Epic Dev grant for a premium slack channel 😛
but yeah, that sucks
Discord ain't bad anyway
People suggested that many times in the past, but Slack's pricing model makes that extremely impractical.
They charge per-user, per-month.
So it would just become more and more expensive every month.
I ran the numbers once for fun. At the time we had about 4,000 members.
I prefer discord now anyways ❤
Would have been roughly $250,000 a year, on average.
not really a fan of discord EULA, but it's probably the best one available
Same here @upper heart. I still think Slack has a nicer, more legible interface overall, but the advantages Discord gave us were so numerous it just made sense to switch.
And I researched many similar services before choosing Discord. I learned a lot about chat services last summer. 😛
Most of them are mediocre Slack clones.
Except ootb slack is 90% white and burns my retinas 😛 Luckily the desktop app is really just a wrapper tho, so you can code your own theme.
I can definitely say Discord's dark theme was praised by many in this community when we switched. lol
Even some of the "Why did we switch??" folks were like "Oh, there's a dark theme."
haha yeah I love discord ❤
Oh yea, I like discord too, just feel like threads would be nice for all these conversations
I went and voted on it
discord listens, I'm sure it'll be here soon
If it makes sense for the product and they can implement it nicely, then yeah, it will probably show up eventually.
I wouldn't bank on soon, though. It's not on their roadmap, and that tends to stretch several months out.
Video chat and screensharing are widely available now.
But yeah, for a long time they were SOON™.
That's their go-to response when people ask about release dates, and I think it's wise.
yea for sure
Better to vaguely promise a thing is coming soon than to promise a specific date, miss it and deal with the backlash.
I just mean, when they announced it would be released soon, was like december 2016, then it released like last week officially or something
Yeah hahah.
It was originally planned for Q1 2017.
That turned into Q3 2017.
In all fairness, video calls and screensharing are massive, transformative features for the service.
👍 For sure
Whoops. Now #ue4-general is full of Discord chat. 😅
no concept artist section?
@twin acorn what are you looking to discuss?
i am suffering from modeller b lock so bad tonight rip
looking for a concept artist doing pro bono work
probably #career-chat, or browse for a one you like at artstation
Guys if when I created my projects, I did not set the target to android, can I still export it to it?
you can change it from project settings iirc
hey guys, im sorry if i missplace this question, but how could i make a model/texture better good looking/more HD, also what program i should use to make it
More polys and higher resolution textures. 😛 You can use any software.
I use Blender, it's free and really good.
Cleaner topology, Substance, photoshop.
For textures I would recommend Substance too if you can afford it.
and model in blender if you have not much cash
susbtance + photoshop = $30 a month. not a bad deal
Why photoshop though?
You could try other programs but photoshop has been in most peoples pipeline forever .... its just really effective for any texture work
cant remember last time i used photoshop for any texture work