#ue4-general

1 messages · Page 134 of 1

frank escarp
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0

lean junco
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lol

frank escarp
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everything on pure nodes

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and code

lean junco
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then maybe not r dalvi for you

frank escarp
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maybe that would be great becouse its precisely what i dont know

lean junco
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just a sec, need to test something

frank escarp
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looking at the video about houdini basics, he starts changing the viewport madly

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and it reminds me of blender so much

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wich has all this completely different UI configurations

lean junco
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oh bugger, I just broke everything

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my spawner spawns powerups, and if you collect them, the spawn enemies

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ugh

frank escarp
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in my game you bitchslap shadows

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i was playing with having to llight up a zone, some bunch of torches, to continue

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while shadows attack you

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currently they dont attack tho

lean junco
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lol that is so cool

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thanks for that due.. i will now go and unistall unreal 😦

frank escarp
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what?

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thats a terrible prototype i made in a couple hours

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the map is just flat with some columns, i really suck at level design

lean junco
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just a extreme way of saying I think you're kicking my ass on this jam

frank escarp
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i wanted to have something like traps and similar but i dont know how to put them

lean junco
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but I'm here to play, not to win

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so to spawn powerups.. i want to make the chances one out of say 10, do I random integer, then map to 1 to 10, and then check if bigger than 9?

frank escarp
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do it with floats

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random float returns a random float beetween 0 and 1

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multiply it by 100, and thats your "roll"

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for a 30% chance, then check if the roll is less than 30

fierce tulip
frank escarp
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RIP frames

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all those volumetric clouds

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blended with a cubemap?

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some clouds are volumetric, its clear due to how they blend with the rocks, but some of the farther ones look painted

fierce tulip
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yea its part skybox texture, part volumetrics

plush yew
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Is there a way to work on the same project with someone?

wary wave
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composition is stellar

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camera could do with being static, and the volumetric fog at the bottom seems to have issues

harsh mural
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Question here: How do you guys go around creating a seamless "Main Menu" to "Loading Screen" to "Gameplay" transition?
I started exploring the idea on my side, and put everything in a Master Level, loading/unloading the sections based on some basic logic.
My project is simple right now, but it feels like it would be a huge mess to go this way with a bigger project.
Anyone have any idea how to manage this at a large scale? Am I missing something obvious?

frank escarp
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different levels

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and you can put a widget into fullscreen for a loading screen

harsh mural
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But when you switch between levels, the Loading screen freezes if the loading is blocking

tawny brook
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How useful is the new asset management framework? Is it worth updating to 4.18 from 4.16 to use it? Is it good for weapons as it claims to be?

lean junco
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guys, is there a way to controle particle life from bp?

mellow jacinth
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when I was arranging meshes, I noticed that when I rotate them, they rotate in intervals of 10 degrees. I was wondering how I would go about disabling it to rotate freely, so I could say rotate it to 127 degrees. I know you can get it to do that somehow, just would like to know how

grim ore
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@mellow jacinth all of the snapping options are in the top right of the viewport, you can unlock snapping or change the amount there

mellow jacinth
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Thank you

quasi lake
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Hey bros,how to set an object to null in blueprint?

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Would this set my LockedTarget to null?

gray basalt
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what is the good way to create objects at start of the game ? (and place them)

vague shoal
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Level BP

gray basalt
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but the generation code is in C++

grim ore
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@quasi lake yes setting a variable to nothing does that.

quasi lake
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OK,so it's different mark from old version

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Old version looks like this

grim ore
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It depends on what you were setting yes.

vague shoal
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@gray basalt Are you using a gamemode class?

gray basalt
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i m trying with an actor atm

grim ore
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Yep some of the older nodes had the inline selector and they changed them.

gray basalt
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thx

quasi lake
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thx

vague shoal
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I'm more familiar with how to do it in BP. Personally, I do it mixed, BP where I can but if things get too hairy, I create a new C++ node.

fiery harbor
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@fierce tulip I think that scene looks pretty mediocre

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the composition is very nice, but the assets itself arent that nice

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on the thumbnail it looks awesome

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in 1080p, not so much any more

quasi lake
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How to rename a macro node?

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I cant find anyplace to set

fiery harbor
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right click rename I would guess?

quasi lake
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No it's grey

fiery harbor
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why is that one thing in chinese and the rest in english?

quasi lake
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That's how they made the chinese version lol

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I found that I can F2 at

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Here

fiery harbor
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ok

quasi lake
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Some stuffs are in chinese ,some are not,but it doesnt matter much anyway

fiery harbor
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I would find that annoying and just set everything to english

quasi lake
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Eh, as for a chinese dude,that's better than nothing I suppose

fiery harbor
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it makes googling stuff easier when everything is in english

quasi lake
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True

fiery harbor
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I'm german, and I still set all my dev related software to english

quasi lake
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I use english version 3dsmax too

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cool

fierce tulip
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@solid matrix its 99% marketplace assets only, which makes it that more impressive that he got that result hehe

fiery harbor
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@fierce tulip tagged wrong person 😄

fierce tulip
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instaban!

fiery harbor
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but yeah, didnt know it was marketplace stuff. thought he created all himself

fierce tulip
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nah his own created stuff looks better. (or at least more 1:1 his artist expression)

quasi lake
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You know most chinese dont know english well

fiery harbor
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well you seem to know english well and you also seem to name your functions in english

quasi lake
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Most dont know the different between you and your

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Yeah ,functions in english just in case of any problem

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like messy code or something

fiery harbor
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how many chinese ue4 ressources are there actually?

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so, if you google something in chinese, do you find much ue4 related stuff?

quasi lake
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I use VPN

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So I get the same result as you

fiery harbor
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no, I mean, are there any huge chinese ue4 forums are something like that

quasi lake
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Oh

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There are some

fiery harbor
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so if you google some problem, do you find fitting results in chinese

quasi lake
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In these 2 or 3 years

vague shoal
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the Chinese do not google, they Baidu

quasi lake
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UE4 is growing very fast these days

vague shoal
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or they use a VPN

quasi lake
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Baidu is bullshit

vague shoal
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^

quasi lake
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Every developer here knows lol

fiery harbor
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why?

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is its algorithm much worse than googles?

quasi lake
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Because most useful information comes from foreigners,not chinese

vague shoal
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Ever heard of the Great FireWall of China?

fiery harbor
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I mean, I know its bad because of how it cooperates with the chinese government on stuff, but thats not really relevant for developers

quasi lake
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Yeah firewall is one thing

fiery harbor
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one would think that a billion chinese people could create as much useful information as americans and europeans

quasi lake
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We get very limited knowledge without vpn

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In game industry,not quite much

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Most information is translated from English ones

frank escarp
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the translation of unreal is also dreadful

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im spanish, i ve tought on a spanish school

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and literally the first thing

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put it on english

vague shoal
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I think we have all seen the dreadful traslations from chinese to english, I can't imagine going the opposite direction would be much better.

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at least, not as far as machine translation goes

quasi lake
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Well I think I'm at the level to get more english information

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But tutorials for rookies

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Are very abundant here

vague shoal
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@quasi lake Are you using a translator right now?

quasi lake
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Nope,pure typing

fiery harbor
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I'm also using a VPN, but just for privacy reasons and its cheap and there isnt really any downside to it. in china its surely more important, yeah

vague shoal
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Your english skills are excellent. Native?

quasi lake
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I'm just good at language maybe

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I speak japanese too

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Best thing for me to be able to speak english is

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to communicate with you guys

frank escarp
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@lean junco i was looking at his high poly modelling tutorial (for houdini)

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very good tut

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but i found something very interesting

quasi lake
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At daytime I talk to my local buddys at nighttime I talk to you

frank escarp
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his version of houdini doesnt have booleans

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so he is converting to volumes and then doing CSG on the volumes and then back to polys

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wich i find interesting

lean junco
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bools are new in 16

frank escarp
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and are glitchy as hell

vague shoal
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@quasi lake For what it's worth, I wouldn't know english isn't your first language, if nobody told me

lean junco
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they had a cookie cutter, but it was as bad as other software bools

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the vdb trick works great

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english is like my 3rd langguage

quasi lake
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@vague shoal thanks

vague shoal
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Just a heads up to anyone thinking of trying it; You cannot use steam to stream the editor to another PC

lean junco
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oh sorry. you are speaking to someone else

vague shoal
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@lean junco Your english is good too. I'm a crappy american who only knows english and bad english

lean junco
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lol

vague shoal
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and enough spanish to follow a casual conversation

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but thats entirely as a result of living in an area with a large Mexican population

midnight mantle
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I wonder why SaltyFish is such a popular name

frank escarp
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but that is not real spanish XD

midnight mantle
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does anyone relatively well-known use the name SaltyFish?

frank escarp
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its kind of like thick australian english vs british english or stuff like that

quasi lake
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what

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popular?

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Oh saltyfish in chinese means

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man without dream

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lol

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I dont see it popular among english communities though

vague shoal
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@frank escarp Right, not Castillian spanish. Mexican spanish

midnight mantle
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I swear I've seen at least 3 other people with your name

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in various other places

quasi lake
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I thought it's only used by me in this world🤔

midnight mantle
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well...fish IS salty

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¯_(ツ)_/¯

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anyways, what's this about baidu

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oh no google available in China?

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I had forgotten

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I used to get my chinese songs from Baidu like 10 years ago

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I don't think they let you do that anymore lol

quasi lake
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Almost no google

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Do what

midnight mantle
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download songs

quasi lake
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Eh some old songs can be downloaded free

midnight mantle
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oh?

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interesting

quasi lake
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Most old songs

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Only those still in sale are not free

midnight mantle
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might be going slightly off topic

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my fault of course lol

quasi lake
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True back to work

long comet
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@hot ledge Pm me with info about Zombie AI job Please 😃

worn sparrow
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I just happened upon a page from the Unity Documentation, I'm now so envious of Unity users 😔

fierce tulip
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holy f*** writing new posts and trying to format em properly on the forums is now a total clusterf******

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this whole new forum thing is a joke

worn granite
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Apparently so is self-censoring with asterisks

fierce tulip
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:p

quaint hull
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Hey everyone I have been using UE4 for a while but mostly as an artist, I want to focus on learning blueprints and gamedev as fast as possible without losing myself on "how to do X" tutorials, what course or document etc should I follow? What do you think is the best thing I can do to start prototyping my games? (btw I'm not new to gamedev I just don't know how to code)

worn granite
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@quaint hull I know you don't want to "lose yourself" on "how to do X tutorials", but finding smaller examples/guides on how to accomplish particular functionality can be helpful.

cloud cobalt
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Anyone seeing leading spaces removed from FTexts ?

worn granite
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I'd say having a problem to solve rather than jumping in and following along is the better way to consume tutorials, but it can be frustrating when you can't find that short segment you need.

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@cloud cobalt Can't say that I have - don't really pay much mind to FTexts currently

cloud cobalt
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Basically we've dozens of broken texts with disappeared leading texts, it's incredibly annoying

quaint hull
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@worn granite I have been watching videos for about an year on and off when I need to do something for a game, but then I pretty much forget how to do that thing the minute after, so I think there has to be another way, like for art /3d etc when I need something like in 3ds max I quickly google a tutorial to remind myself of how to do it, but in unreal its different, I need to understand blueprints as a whole if I want to make prototypes for game jams etc

worn granite
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Hrm. Definitely you have to make frequent use of it, but not sure how a longer form series would help - besides the active practice and use of the knowledge you pick up.

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Anyway, a lot of people pick up one of the two Udemy courses thrown around

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So either of those should be good.

quaint hull
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and then there is also the problem where I can't find tutorials for what I want to do, like if I want to do an fps there are tons of people already explaining how to, but if I want to make an unusual mechanic like tripple jump from mario theres no one explaining how to do it, hope you get what I'm saying :p

tawny brook
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Has anyone used the new asset management framework?

quaint hull
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Yea I wanted to know the opinion of people before following an udemy course I'm kind of in a high level when it comes to art, and from experience, art courses are complete trash and a waste of time, but I only found out after years of experience

tawny brook
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If so, what's it like & is it good for a new weapon system

worn granite
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Either way I think spending some time consistently on it is the key

true scaffold
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Anyone else finding that thread subscriptions don't work in the new ue4 forums?

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nm for some reason my email notifications were off

quaint hull
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@worn granite thanks I'm working on an rpg, any idea where to find help for that beside youtube (everyone there is more interested in showing how to add animations to your character)

marsh loom
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any idea why im getting this

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when i have latest xcode?

latent roost
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What version of OS X/macOS?

marsh loom
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beta

latent roost
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latest Xcode 8 or 9?

marsh loom
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but stable xcode

latent roost
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might be some beta library that returns values not recognized by unreal engine editor

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I had some strange side effects when participating in beta for 10.10

knotty brook
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Anyone know if I can change the size aspect ratio for the "camera preview" window in the editor viewport? It would be awesome to make it iPhone sized to get a better preview of what things will look like in my portrait mode game

finite vault
ashen brook
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@cloud cobalt Haven't had the leading spaces yet, but line breaks are broken in FText variable fields in the editor

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sounds like a regression

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hopefully fixed in .1

cloud cobalt
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I'm on 4.17

ashen brook
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huh

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no idea then

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pretty sure line breaks still worked then

cloud cobalt
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Just patched my whole code to not have any leading space in LOCTEXTS

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It happens in the editor itself, too - I don't use the translation editor at all but I checked that even that doesn't have the leading spaces

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So basically the "gather text" command removes them

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It's pretty much okay, I know texts shouldn't have fragile formatting like that anyway. Just only happened with 4.17

livid haven
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The damn leading and trail whitespace thing has been an awkward one forever.

cloud cobalt
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I still have quite a few trailing one, but those appear fine

livid haven
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Wish we'd just decided to strip it and tell you to go fuck yourself if you expect to localize whitespace...

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As in, at the FText level.

cloud cobalt
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Overall I struggle with shit limitations on FText

livid haven
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There shouldn't be much to struggle with - what are you running in to?

cloud cobalt
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I thing FText::Format still only has 4 parameters, to start with

livid haven
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Why aren't you using the named vs ordered one?

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That takes the payload of what to format?

cloud cobalt
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Because 4-year old code

livid haven
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?

cloud cobalt
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I'm not rewriting 15,000 words that use {0} everywhere 😃

livid haven
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{
    return FTextFormatter::Format(MoveTemp(Fmt), MoveTemp(InArguments), false, false);
}

FText FText::Format(FTextFormat Fmt, FFormatOrderedArguments InArguments)
{
    return FTextFormatter::Format(MoveTemp(Fmt), MoveTemp(InArguments), false, false);
}```
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Those have been around for a very very very long time

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I wrote them.

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They are by no means new.

cloud cobalt
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You told me about them, but I didn't know about them for years 😃

sacred bay
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Hey guys, what is the sequencer key to add keyframe, in 4.18 .

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?;

livid haven
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But you said you struggle with a limitation that doesn't exist... you could just stop using the "old" ones.

cloud cobalt
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For new texts, I will, sure

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@livid haven Can you uppercase text now, too, or is that not okay ?

livid haven
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What do you mean?

cloud cobalt
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FString has a ToUpper() method, FText doesn't

livid haven
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No. Why would your FText need to be programmatically converted to uppercase?

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There are few operations you can do on FText that can be done in a localization friendly manner.

cloud cobalt
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Isn't case one of those ? I think browsers offer it, for exemple, through stylesheets. It sounds like a pretty safe operation.

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Because it's pretty common to want the text uppercased at some point (or lowercased), and if you have 10 localized variants, you need to check them too

livid haven
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But what are you upper casing?

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If it's user input, then you're already coming from a string.

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If it's existing text, you should already have it in upper-case.

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Upper case is inapplicable for a slew of languages.

cloud cobalt
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Let's say you have a "Main menu" string and you want it to be "MAIN MENU" for purely artistic reasons. It sucks to have to change localized versions of the string.

livid haven
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Then why isn't it MAIN MENU in the first place?

cloud cobalt
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Because you decide to change it for no reason at all

livid haven
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?

cloud cobalt
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What if you want to change all menu titles to uppercase for purely artistic reasons ? You somehow need to review all texts and modify all localized versions

livid haven
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No, just go change the text. In the source/asset.

cloud cobalt
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sigh

livid haven
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It's something that is worth having localizers review.

cloud cobalt
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"but then you need to change all localized versions of that text too"

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If you want your website to display all titles uppercase, it's a one line code change that works well with different languages

livid haven
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Correct. As you should. Because it's worthy of review. Because whatever you're using casing to communicate needs to be communicated differently in other languages.

cloud cobalt
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That's pretty debatable, if you're doing only european languages you're probably cool with uppercasing everywhere, and you still have quite a few texts to change

livid haven
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Yes, but we didn't write the system pretending only Europe exists. 😛

pallid compass
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-scrolls up to learn random things-

livid haven
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Because everyone else does that enough and then decides everyone else can go fuck themselves - because they took the lazy way out.

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Which means months on its 100x harder to support other locales.

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Or they just don't do it at all.

cloud cobalt
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On the other hand it's just painful for small teams who don't target more than a few languages

livid haven
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It's generally a poor decision to permanently sacrifice the ability to do things right at all just to make it easy for a select few. 🤷

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Look, any localization team should be able to handle this trivially.

cloud cobalt
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How does adding an uppercase method sacrifice anything ?

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What if you don't have a localization team ?

livid haven
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If you don't have a localization team, then this is all moot, because you're not localizing - you're shoving shit in to Google translate and copy-pasting it in to files.

cloud cobalt
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We're actually not doing that either

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Thanks for the input

livid haven
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We don't make a 3D modeling tool and animation suite inside of UE4 for people who decide to not use a real, existing, well-supported tool.

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Similarly, we're not reinventing the wide swath of effective and well supported localization tools that exist.

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A feature called "translation history" makes updating the translations for your now-upper-cased strings trivial.

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Because the tool you're using should be using "fuzzy logic" to recommend previously created translations for new strings with similar sources.

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It's also available as JSON, which is easy to parse and digest.

cloud cobalt
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Look, you have your own point of view of giant companies doing giant games for millions of gamers. I'm just saying, for people lile us who translate themselves for the 2-3 languages they're fluent with, things like that are annoying. And yes, even PoEdit makes it easy - It's just very annoying, because 100% of the changes would be safe to do programmatically.

livid haven
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So if you want to do a programmatic fixup of those translations, that should also be trivial given that you have a way to identify the set of texts you changed.

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You can do it programmaticaly. You just can't do it at runtime safely out-of-the-box because it's a bad idea.

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You can even make a way to do it programmatically at runtime, but we're not shipping it out of the box because it's just giving people more ammunition to shoot themselves in the foot with.

pallid compass
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i am 100% sure

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the both of u have had this talk before

livid haven
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You can do some custom stuff with formatting to create a custom "uppercase" formatter.

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Nope. Not that I know of.

pallid compass
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or u had this about localization with someone else

livid haven
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I've had to explain why FText only supports a very limited set of operations, but not uppercase specifically.

cloud cobalt
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I'd definitely consider using an uppercase font in the future instead, so that the issue is moot

livid haven
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That is also an option.

pallid compass
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oh yeah that was it, ftext lmao i remember from awhile ago

cloud cobalt
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Overall it just seems pretty arbitrary, because using bold or underlined text is also something that just doesn't work for like Japanese

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But you can do that - because it's done at the font level

livid haven
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But bold and underlining are not intrinsic to the string.

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They're entirely external.

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And also not supported at the FText level.

cloud cobalt
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Eh, how do you underline a vertical script ?

livid haven
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Think you're misunderstanding me.

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FText has absolutely no conception of bold or underlining.

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Nor uppercase or lowercase.

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So I'm not sure what you're getting at.

cloud cobalt
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What i'm saying is, the reason you can underline Japanese and not uppercase english is because one of them is done at the font level, and the other at the text level

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But you could uppercase at the font level too

livid haven
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Are you suggesting that uppercasing should be a font level feature?

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I don't know that I agree with that, but sure - there's seemingly an inconsistency there. Sort of.

cloud cobalt
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I'm not - I'm saying the "you don't want to uppercase all localized texts" argument is a shitty one, because it also doesn't make sense to underline all localized texts. Yet you can.

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Not that I want you to remove underlining 😉

livid haven
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But you can't. Not at the FText level.

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What font you use to display an FText is itself localizable.

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Meaning a font localizes what it does for underlining or bolding.

cloud cobalt
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That is actually a decent point 😃

livid haven
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Also, uppercase and lowercase are differentiated by different code points altogether.

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Where as underlining and bold are purely aesthetic changes.

cloud cobalt
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Yes.

livid haven
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You've also got your weirder cases like German capitalization.

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Not in the all Nouns are Capital Case, but in the "s" because a weird B looking thing

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But I think only under certain circumstances? Not sure.

cloud cobalt
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The glorious Eszett

surreal viper
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ß?

cloud cobalt
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btw, that german thing isn't supposed to be used.

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Yeah

livid haven
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Yep, that thing.

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Sharp S

cloud cobalt
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It's being phased out, basically. In favor of "ss"

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Super tempted to joke about that

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Shouldn't.

livid haven
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Oh. Hah. Ouch

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Props for that one.

cloud cobalt
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Anyway, I see your point

livid haven
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Won't go on a tangent about it, but with how very incredibly touchy they are about anything even tangentally relating to that part of their history, I would not have been surprised if they avoided using ss just because of the tangential connection there.

surreal viper
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about that

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there were a particle system library called HellHeaven (from france actually)

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they basically renamed themselves to PopcornFX cause of the bad stuff attached to the "HH"

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but for years all the namespaces were still hh 😄

livid haven
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Natural language is complicated as all hell. Bold and underline being done at the font level is, to an extent, arbitrary. I think it's just one of those things where it's one of a set of features that most of the world supports in their languages, enough that font technology has evolved to support commonly used but semantically inconsistent features like bold and underline.

#

HH being bad because of the famous Nazi salute I assume?

cloud cobalt
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CG text is shit on every level, to be fair, from encoding to rendering to localizing

livid haven
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Aye. Again, I blame natural language.

cloud cobalt
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I regularly encounter programs that can't handle my first name, including UE4

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(try using UTF8 in your Windows username, and try packaging a game)

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(actually I think even building fails)

livid haven
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You mean using something outside the Basic Multilingual Plane?

cloud cobalt
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ë, specifically.

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I'm actually Elvish.

livid haven
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Is that a really drunken Elvis slurring?

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Sorry.

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Had to.

surreal viper
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I usually don't use non-ascii characters in account names / file pathes

#

I have an 'á' in my family name, I just replace it with 'a'

cloud cobalt
#

Maybe it's been fixed in the last few years though, because after I changed my username and dealt with the fallout, I didn't really want to test again

livid haven
#

Yeah, not surprised something shits a brick on non-ASCII.

#

For clarification, it's not using "UTF8", but using non-ASCII characters.

cloud cobalt
#

Yeah.

livid haven
#

The root cause is probably a combination of UTF8 and non-ASCII characters - you end up with 1 character only being part of a visible "character" in that case.

cloud cobalt
#

Basically I think one of the build tool decided the paths were ASCII

#

For something that's half C#, half C++ and running on Windows, I can't blame the devs really

livid haven
#

Sheevok LLC vs SheevokLLC. 😦

#

That was my solution for I-don't-remember-what.

cloud cobalt
#

Oh yeah, spaces

#

The stuff of nightmares

#

I mean, I get that real-life text is shit

#

But spaces as delimiters, that was a stupid decision

#

I blame UNIX

#

And possibly way before that.

livid haven
#

Yep. Hate it.

#

I don't remember what it was that shit a brick though, now.

#

It may have been indirectly related to UE4 work

#

Like running a VM or something

cloud cobalt
#

I really want to say it was UE4, but actually I think that's something that works

livid haven
#

I mean, whatever it was had to do with accessing something in the user directory.

#

Which isn't where I keep anything normally, but is where appdata ends up.

cloud cobalt
#

You can change it

#

... if you want 95% apps working and 5% being lost

livid haven
#

Yeah, but isn't that one of those where you can but it's very heavily inadvised.

#

Yeah

#

Figured. 😛

#

I have half my user folder's folders symlinked to a different drive.

#

Because they recommend not relocating the Users directory or any one user's directory... but the contents themselves? Totally fine.

pallid compass
#

man making a hot metal shader in ue4 is hard D:

cloud cobalt
#

@pallid compass Got pretty decent results by using a baked AO

#

Manual hand gradients are best

#

Wanna share ?

thorn sable
#

Is it possible to select meshes in a cubed space and combine them into 1 mesh?

cloud cobalt
livid haven
#

Neat!

#

I was going to mention this loc related issue I was having earlier. You might get a kick out of it, @cloud cobalt.

#

TL;DR: These "quote" marks used in some European locales, guillemets. Look like double arrows left or right.

#

Which one (left arrows vs right arrows) is the opening or closing quote varies.

cloud cobalt
livid haven
#

Which means that the built-in word wrapping logic can't assume which is which and thus can't assume either side is acceptable to break on.

#

Thus leads to word wrapping failing after a Russian translation that has these guillemets around a term. Text ends up clipping instead because there is no legal "break candidate" to word wrap at.

pallid compass
#

dam strange thats nice D:

#

im trying to heat some metal plates up

livid haven
#

Solution was to shove a Zero Width Breaking Space (ZWSP) in after the closing guillemet.

#

Except we discovered that ZWSP is/was classified in the same category as whitespace... but is not actually regarded as whitespace.

#

Which means the existing Slate font renderer logic tries to render it, can't find a glyph for it, and ends up falling back to the engine-level font that just shows an icon for which category the code point belongs to...

pallid compass
livid haven
#

So we had to shove in a dirty Char == 0x200B to catch the very specific case of ZWSP (code point 0x0200B). 😦

#

Hmmm, hard to say.

#

They do, but they look off. I think just because of the lack of distortion or sufficient contrast to see that they're actually emissive.

cloud cobalt
#

@pallid compass You need to make the edges less glowing. Or more. And more glow.

tawny brook
#

god i hate arrays

pallid compass
#

il crack the emissive up abit and stuff

livid haven
#

Of course, in space there wouldn't be distortion.

pallid compass
#

alright will do

livid haven
#

Whoa. Like 4 of us messaged at the exact same instant (as far as my Discord client receiving them).

tawny brook
#

wasn't like that for me

cloud cobalt
livid haven
#

Was jarring as half the screen jumped up.

tawny brook
#

lol

livid haven
#

Ah, yeah. That could work.

#

Wait, why does that look that way? Surface area to cool?

#

Corners have more exposed surface area and cool faster I suppose.

pallid compass
#

will do

midnight mantle
#

gradient

pallid compass
#

Is there away to shift the general gradient?

#

nothing i seam to try and do to shift it too the middle works on the v2 input

#

also sorry for high jacking your convo

tawny brook
#

does anyone know how to manipulate enum arrays in bp?

pallid compass
#

define manipulate

cloud cobalt
#

@livid haven Probably the edges have just less contact to hot matter nearby, too.

livid haven
#

@pallid compass Manipulate the UVs, not the output.

#

I think that's kind of the same statement - more surface area exposed to cool matter (air) = less surface area exposed (in contact) with hot matter (the rest of itself), but fair.

tawny brook
#

Halcyon, add/remove enums from it, read what's in it, make sure there's no duplicates. for example, i have an enumeration for all power ups. I want to add/remove specific powerups from the "Active powerups" array

pallid compass
#

id normally just have a struct that would hold related enums

#

and swap the structs around

#

really depends what holds what i guess

livid haven
#

What's the issue, @tawny brook? An array of enum values should work just like a normal array in BP or CPP.

tawny brook
#

minus the part i don't know how to use arrays in ue4

livid haven
#

BP and CPP are dramatically different, so that could mean anything.

#

Generally, dealing with data structures in BP is super awkward.

#

Mostly because expressing anything algorithmic in BP is hella verbose.

pallid compass
#

im so lazy using UDIMS rn

tawny brook
#

like i need to add enums to the array

#

remove enums, make sure there's no duplicate entries

#

all which idk how

livid haven
#

Array has a find, and add, and remove

#

They're pretty straight forward.

pallid compass
#

You should try explaining what your doing overall, there may be a better way to do it than swinging enums around

tawny brook
#

Alright

#

let's say there's 5 different power ups

#

Ex1-5

#

Ex1 powerup has been picked up by halcyon (global powerups btw)

#

So the server adds Ex1 to an array to store which powerups are currently active

#

While a 2 minute timer is set to remove Ex1 from the array

#

While the 2 minute timer is active, Sion picks up Ex5 and that needs to also be active

#

So both Ex1 & Ex5 is "active" while Ex2,Ex3,Ex4 is not active so it's not in the array

#

Essentially different methods can check this array & see if Ex1 is inside

#

If it is, then make headshots 100% lethal and insta kill the enemy.

pallid compass
#

If it was me i would have an array if "Current Powerups" and a struct or ref too that powerup

#

of**

tawny brook
#

i have an Active Powerups array

pallid compass
#

I mean the array would be a struct containing information about that powerup

livid haven
#

You'd just be adding the enum value to the array when its picked up. When you need to check, you do a find. When the timer goes off, you do a remove.

#

Assuming everything else stays sane, you won't end up with duplicates, since ostensibly there's no way for you to pick up an active powerup on the map?

tawny brook
livid haven
#

Yep.

#

It's really that simple. Arrays are dead simple.

tawny brook
#

I want users to be able to pickup active powerups

#

so just find a type

#

if type exists, remove it

#

then make new one? (if they pickup an existing powerup)

livid haven
#

?

tawny brook
#

essentially picking up an active powerup would reset the timer

livid haven
#

I'm misunderstanding how your game system works I guess.

pallid compass
#

for me

#

Sion could prob give you a better idea

#

But i would

tawny brook
#

Alright

livid haven
#

Wait, so they're more like global rule modifiers?

tawny brook
#

Yes

pallid compass
#

Gave a function that adds event with timer, and have it collapsed in with the array that holds the information of the powerup

#

i dont see much need to seperate them

livid haven
#

And there are multiple instances of pickups that can activate the same rule?

pallid compass
#

It feels like your making your system non orthogonality

tawny brook
#

yes

pallid compass
#

if thats the right way to word it

tawny brook
#

So if you pickup a powerup

#

everyone gets it

pallid compass
#

(thats right sion, that book is stuck in my head)

tawny brook
#

I also don't know if i should make it per-player powerups then just apply it to everyone

#

cuz then it'd give me flexibility later to give a specific player a powerup

pallid compass
#

Would u mind showing some ss of your system

#

ss in order of flow

livid haven
#

So what's the handling for redundant activation of an already active powerup? Refresh? Stack?

#

Either way

tawny brook
livid haven
#

On activate: Find. If found, refresh/stack. If not found, add.

#

On expire: Remove.

pallid compass
#

maybe im potato, but it seams like it be better to condonse it too a struct of the information of t he powerup? unless you need to replicate the data alot. but thats just me

livid haven
#

You may be interested in Sets rather than Arrays. Sets are more or less like Arrays, but the idea is that they don't contain duplicates (among other things)

#

Which means that Set Add silently does nothing if it's a duplicate.

tawny brook
#

can i still manipulate a set easily?

livid haven
#

Same basic set of operations.

#

Add, Find, Remove.

#

Difference is that they're sort of auto-sorted, can't contain duplicates, and finding if something is in a Set is faster than with an array.

#

I won't go in to it, for your sake, but Sets are faster for searching than arrays (generally speaking) because they "hash" their elements and find them by their hash.

#

However, that's largely irrelevant with a small set (er... number of things).

#

So mostly a set will give you the behavior you want, as far as no duplicates.

pallid compass
#

god dam why cant i get a soft gradiant D:<

livid haven
#

Gradient is nothing more than some kind of color interpolation, not necessarily linear.

#

And by linear I mean the mathematical function for how values are interpolated.

tawny brook
#

How would i do timers

#

& Refreshing timers

livid haven
#

A radial gradient can still be a linear interpolation with respect to distance, for example.

#

So if you want a "softer" gradient, @pallid compass, that could mean using a different interpolation function.

pallid compass
#

oh?

#

i cant get the half way gradiant to move up or across

#

.>

livid haven
#

You have to manipulate the UVs for that.

#

Not the other inputs.

#

The UVs are what will change the way it lays out.

pallid compass
#

i got it

#

didnt have to tweak the uv's luckily

#

i wanted colour veriation on them

#

lmao

#

but there colour veriation is back to front

#

😂

livid haven
#

I suppose there are other ways to get the desired effect, but UVs are probably your safest, honestly.

#

If you wanted to shift your gradient up, just add to your V coordinate. Or subtract. Whichever.

frank escarp
#

well, you dont need to use the uvs...

#

use vertex colors

#

they are much easier to configure for that kind of thing

#

if you are looking for the heated blade effect where it goes from one color to other

livid haven
#

You're referring to that specific effect though, but yes.

#

I just meant, in general, trying to shift an tex coord based effect.

frank escarp
#

protip, add MORE bloom

livid haven
#

Making it not tex coord based, in this case, is probably wise.

frank escarp
#

allways looks good for ths things if you want an effect to look powerful

#

too bad they nuked the old tonemapper

#

this one shifts to white

#

in the old one, it would saturate

livid haven
#

I would love to see the actual tech for this stuff in Star Citizen.

frank escarp
#

probably greyscale textures

#

that get colored depending on the power

livid haven
#

It needs more context

frank escarp
#

most of it doable in unreal

#

make the material masked

#

paint it

#

using that render weird ass thing

livid haven
#

Watch the video. It's more complicated than it might sound like otherwise.

frank escarp
#

as the material is masked, you can do holes on it

gray basalt
#

why SetActorLocation is not working when called from a player controller ?

pallid compass
#

i got it

placid sand
#

Hey, i've begun learning UE4 and have started with the "level designer quick start" tutorial on the website. I need to ask a question about the tutorial, is this the right place to ask? i didnt get a response from #level-design

pallid compass
#

done and dusted

#

Further the heat source, the cooler it visually looks

#

ooohh iv seen this

#

i extrcti got holded of some SC textures and models

#

and seen how they do that

#

its nuts

#

Its so costly though

livid haven
#

The model breakage isn't profound, but the specific tech behind doing the heat and burn through and break through live in a performant manner is what I'm curious about.

pallid compass
#

They use special blend textures

#

across the tiling textures

livid haven
#

I mean, you could argue it's not performant, so that would resolve that argument. 😛

pallid compass
#

to phase betweem tje area's

#

It looks good, but its heavy af in terms of shaders imo

#

alot of transparancy and blend textures are used from what i could see

grim ore
#

@placid sand people are all over the place but there tends to be more here, ask away and at the worst they will tell you to go back into level design lol

frank escarp
#

tom looman did it

placid sand
#

ok, thanks

frank escarp
#

the "render damage into a texture and use it for fancy shit" technique

#

it is very, VERY costly

#

its not aboout the blending

#

its about render to texture

#

and running materials to make the heat decay

pallid compass
#

to give u an idea

#

there is 60 textures used

frank escarp
#

its basically running simulations on the damn texture

livid haven
#

Star Citizen is basically Crysis of the late 2010s, so... yeah.

placid sand
frank escarp
#

except crysis releases

pallid compass
#

just for the outside of the gladiator

livid haven
#

Har har, very funny.

frank escarp
#

i fucking love seeing the progress tho

#

such cool tech

#

just no game

pallid compass
#

im not joking

frank escarp
#

but i love looking at their bleeding edge research

livid haven
#

Because everyone ships 150+ million dollar games from scratch with 300+ employees in 4 years starting with a crew of like 3 people, right?

frank escarp
#

no, Becouse star citizien is scope creep:the game

pallid compass
#

thats outside textures for gladiator

frank escarp
#

they could have done like elite dangerous

pallid compass
#

not including decal

frank escarp
#

start releasing actual stuff

pallid compass
#

and other things

#

its nuts

frank escarp
#

and keep adding new things on top as expansions

livid haven
#

Have you been following the Elite Dangerous community?

frank escarp
#

but no, they want everything at once

#

i was

#

lately i forgot about the game

#

its incredible in VR and played tons of hours on it

#

only vr

pallid compass
#

ever time i play SC it runs like crap for me 😦

livid haven
#

So you're aware that it's been widely criticized for being as wide as an ocean and as deep as a puddle and barely any deeper years after release. Successful, sure.

#

And I like it.

#

But maybe not the best comparison point for how-to-ship-your-game-with-insane-scope-as-an-end-goal.

frank escarp
#

but the thing is

livid haven
#

And they're also stuck with tech decisions that permanently hamstring a lot of things. Looking at you, "peer to peer" networking.

frank escarp
#

they have ketp scope under control

#

they have released something

#

meanwhile star citizien is just a tech demo

#

a really incredible one

#

but come ooon

livid haven
#

But that's just factually wrong.

paper kernel
#

question: why are are my particle emitters disabling themselves?

livid haven
#

Answer: They're not.

#

Your question lacks tons of context.

paper kernel
#

AI leaves particle trail while moving

#

AI goes off screen for moment, comes back with particle emitter off

#

well, some of the emitters off often

livid haven
#

That's interesting. I'd ask why some particle emitters seem to turn off after leaving the screen and returning.

frank escarp
#

becouse particle systems dissapear if they are off camera

#

they stop ticking

paper kernel
#

hmm

livid haven
#

Have you found a consistent reproduction?

frank escarp
#

so, if you want that to not happen, there is a setting

livid haven
#

I assume he means they stay off when they return.

frank escarp
#

on the particle system

#

i think its "update only when rendered"

#

wich is on by default

pallid compass
#

yeah they turn off when u cant see em

#

by default

#

crap what was the setting called for it..

livid haven
#

WRT the Star Citizen thing, they've got more than E:D's Arena thing is out now. They just definitely do not yet have the persistent universe part out yet. With any luck, by the end of the year we'll have a small sandbox of that.

paper kernel
#

I can't seem to find the options

#

"Disable when insignificant" but it's already off

pallid compass
#

hmmm try asking in visual fx and tag lous

#

u may get lucky

fierce tulip
#

NEVER

paper kernel
#

👏

pallid compass
#

omg im caught in the act

#

oh no

#

how many textures u got in there?

fierce tulip
#

set bounds properly @paper kernel

pallid compass
#

hmmm show pic of material

#

Lous

#

Random question while you are here

#

Something that has been bashing my brain for past 2 weeks

paper kernel
#

occlusion bounds?

fierce tulip
#

particle bounds inside cascade

#

sup Hal

pallid compass
#

Do you have any example, or know how shield effects are done like the ones in star citizen? i cant find a decent example anywhere or one to buy on the market place

fierce tulip
#

image?

pallid compass
#

from extracting there ship files, they use a low poly base mesh that wraps the ship

#

pretty much a circle around the ship

#

So my guess is some sort of fanncy Uv stuff, maybe idk

#

no one seams to know, and if u dont know then know one knows 😂

#

what was your issue again ezekiel?

#

I can show you there mesh and the Uv's for the mesh they use for the shields if it will help.

#

check the file type, it says bitmap

#

what did u import it as

fierce tulip
#

depends on final results, but generally they'd activate some dynamic mask thing. but I never really made one. its done trough blueprint/code

pallid compass
#

try Tga ezekiel

#

Hmmm, do you have any idea where i could dig a basica example?

#

sounds like something wrong with the texture file

#

basic example up**

#

or even something too start with

fierce tulip
#

ive seen a tutorial once, but no clue where

#

are they 16 bit?

pallid compass
fierce tulip
#

24?

#

@ashen brook made that one.

#

make em 8 bit

pallid compass
#

wait wtf really 😮

fierce tulip
#

yea

pallid compass
#

my god i spent ages trying to find the person who mad that omg

fierce tulip
#

but i dont think its the same as that ship

#

not really

pallid compass
#

Yeah its something, just trying to find an example to start with i guess

fierce tulip
#

hehe

pallid compass
#

dw everyone forgets stuff all the time 😂

fierce tulip
#

<< forgot to add sound to a 2h rendering video

pallid compass
#

ooo whats this luos ;o

ashen brook
#

@pallid compass any questions about it, ask away

pallid compass
#

"how"

#

"what black magic is that"

ashen brook
#

math

pallid compass
#

I guess im just struggling to find good example

#

I tried doing it once

#

By having a mask that was like a ring of white and black on inside and outside

#

and making it go from small too big

#

but it was a big flop

ashen brook
#

the expanding circles were the complex part, the rest is pretty trivial refraction/opacity gradient stuff

pallid compass
#

May i ask for the basis of how u did the expanding ripple?

ashen brook
#

and the expanding circles weren't that complex

#

yeah, animated a radius parameter on a bunch of sphere masks with the impact point as the center

pallid compass
#

what the..

#

i tried that and it just looked junk D:

ashen brook
#

it's all in the numbers and the endless tweaking

pallid compass
#

make one and put it on the market place so i can buy it :9

ashen brook
#

sounds like a bother 😛

pallid compass
#

do it for the $$$

#

all the shields on the market place are not that great 😦

ashen brook
#

I made something a lot cooler after that, but it's under NDA

pallid compass
#

go dam it jan 😦

ashen brook
#

this video is from, uh... 2015 after all?

pallid compass
#

why wreck me like this

ashen brook
#

because I'm bored and you're an easy target of course ❤

pallid compass
#

-rolls eyes-

#

I keep digging but there not much in terms of dynamic shields it makes me sad 😦

ashen brook
#

yeah

#

can't wait to be able to show some of this stuff I've been doing

pallid compass
#

-write a letter-
"Dear epic, how do i not be bad? tell me your secrets dam it"

#

ahhh i always get excited to see peoples work

ashen brook
#

"Dear Halcyon, you need to drink more coffee and git gud"

pallid compass
#

omfg

#

amazing

#

I ask my tutors in uni but

#

they where like

#

"lol duno"

ashen brook
#

I find it amusing that "git gud" is basically a metaphor for "study and practice, over and over and over"

paper kernel
#

I'm concerned about my caffeine intake during megajams

ashen brook
#

😄

#

I started a teensy tiny mega jam game on my commute this morning

#

a mini city builder

#

but doubt I'll have time to bring it to a satisfactory point

#

fulltime job commuter life has its downsides 😢

paper kernel
#

battery things won't last long when you're compiling

pallid compass
#

take a little break jan

#

put your feet up

ashen brook
#

hah, there's power outlets

pallid compass
#

make a shield vfx for the market

#

have a cup of tea

ashen brook
#

😛

pallid compass
#

what ever floats your boat really

ashen brook
#

I played a bit of Aven Colony on the weekend with the gf, and started wondering how hard it would be to write some city builder/econ sim systems

#

seems like a good programming exercise

paper kernel
#

you could probably sink a lifetime to it

ashen brook
#

yeah but... I'm making up just the base architecture to build upon, you know?

#

i.e. class hierarchy and essential functions

#

like, this is a thing you can place, here's your interface for placing it, this is the grid, here's how the grid deals with variable-size footprints, here's how each thing you can place feeds into the overall economy system, etc

paper kernel
#

I guess you could do 2017 version and let deep learning build a city for you

ashen brook
#

probably, but that's beside the point - talking about the system architecture for a city builder, not the usage of said finished city builder that doesn't yet exist 😛

#

@pallid compass if you remind me on Friday when I'm back home and have access to my desktop, I can see if I still have that project somewhere and pull out the material for you

#

yeah but I'm thinking even more abstract tbh. I'm still learning how to program gud, so just getting intuition for how to set up and separate out functionality and class hierarchies without it ending up a tangled mess

#

i.e. what class holds what data and performs what functions, and how do I optimize it so it's scalable

#

hehe, and I try to be the most generalist I can be

pallid compass
#

omg yes jan

#

i will remind you

#

you are best boi

ashen brook
#

cool 😃

pallid compass
#

-does a flip-

ashen brook
#

hehe

#

the only reason I learned programming in the first place is so I can make my own level and game designs 😄

pallid compass
#

Algorithms are the best for things like that

#

I spent 19 hours listening to a audio book on them

#

and they are god send honestly

ashen brook
#

I'm always driven to create an intuitive understanding of the systems I work with, rather than rote... that's probably why I learn best by trying random things and solving whatever problems I run into in the process as I go along

#

most cool experiments started with a "I wonder if it's possible to..."

#

or a "wouldn't it be cool if..." 😉

pallid compass
#

true true

#

iv spent alot of time faffing about with UV's

#

and doing very unusual things

#

i actually use UDIM's to prototype test everything

#

so i can quickly automatic map uv's, and slam them in a UV coord

#

very good for testing

#

but no scratch and grime masks

ashen brook
#

What if I told you you can just use a secondary UV channel for your scratch and grime

pallid compass
#

wait wat

ashen brook
#

or even better: have you heard about my enlightened lord and savior trim sheets?

pallid compass
#

whats a trim sheet

ashen brook
#

now if UE got proper mesh decal support that would be great

#

one sec

pallid compass
#

do u not use mesh decals?

#

i love em

ashen brook
#

will find you some reading

pallid compass
#

GIMI DAT DBUFFER DECAL ALL DAY EVERY DAY

ashen brook
#

yeah, me too, but they have lots of technical problems that make them unsuitable for production

pallid compass
#

oh really D:

#

like what

#

i use them alot no issues fo far

ashen brook
#

here's a great tutorial on a trim sheet workflow

#
ArtStation

This tutorial is on how you can get a lot of detail out of tiling textures like I have shown in my previous environment using two uv channels.
Gumroad: https://gumroad.com/acms
Instagram: https://www.instagram.com/alex_senechal/
In the tutorial I go over a lot of the basics of tiling textures as well as my workflow for using two UV channels to blend details seamlessly to get a nearly high poly look. Its all recorded in realtime with commentary. I include a ton of assets and all the project files as well as my finished assets and the blockouts so you can follow along. The goal was to give you a blockout ready to be finalized so that the tutorial focuses on polishing rough geometry and turning it into a finished asset using ONLY tiling textures.
The tutorial is using 3ds Max 2017 which I highly recommend you pick up the trial so you may follow along.

pallid compass
#

i went as far to use material functions in a mesh decal once

#

no issues

ashen brook
#

material functions are just material nodes

#

what's in them is what counts

pallid compass
#

well using base MF tiling textures

#

like this

ashen brook
#

ok, biggest limitations of mesh decals, from memory (I have a file with grievances somewhere)

#
  • no POM, because no tangents
pallid compass
#

POM?

ashen brook
#
  • depth sorting issues you need to manually correct per mesh
pallid compass
#

oh isent there a node to do that?

ashen brook
#
  • really wacky bugs when you mix them with translucent geo
pallid compass
#

camera direction vector * offset vector1?

#

oh :/

#

well crap

ashen brook
#

yes, as I said, "which you need to manually correct per mesh" 😉

pallid compass
#

i havent used them heavily but was planning to use them for all my pannel lines

#

now im spooked D:

ashen brook
#

most people I've talked to agreed that UE4's implementation of mesh decals is not production ready

#

POM = parallax occlusion mapping

#

doesn't work on mesh decals

pallid compass
#

jan are u alex senechal

ashen brook
#

no

pallid compass
#

ahh

#

iv never used parrallax oc mapping before

#

well i just gave alex senechal my lunch money for tomorrow

#

#no regrets

ashen brook
#

it's great, and expensive, and very often not worth it

#

hehe

#

it's a great tut

pallid compass
#

holy fuck

#

that looks amazing

#

is this all game ready?!

ashen brook
#

the assets are included

#

they LOD very well

pallid compass
#

dam

#

that metal trim sheet

#

it just looks like

#

mesh decal atlas

#

i am confuzzle

ashen brook
#

yep

pallid compass
#

is this not mesh decals?

ashen brook
#

very similar

pallid compass
#

ohh

ashen brook
#

but different

pallid compass
#

thank you very much jan

ashen brook
#

with mesh decals you have separate geometry for the decal

pallid compass
#

u have shown me the light

#

wait do

#

u

#

overlay this

#

in another uv coord

#

or something

ashen brook
#

with trim sheets you use a secondary UV channel and add extra cuts to the underlying mesh to apply the trim sheet

#

yes

#

it's all explained in the tut 😃

pallid compass
#

-downloading finished project to look-

#

okay last question then..

#

how can u do that if u already have your uv's in the right place

#

can u have two sets of uv's?

#

is that a thing?

ashen brook
#

yes

pallid compass
#

what the..

#

my god my uni teachers are rubbish omg

ashen brook
#

I'm not sure there's an actual limit on the number of UV channels, but I've used at least up to 4

#

well yes

#

if they knew what they were doing they'd be working in the industry instead of teaching 😛

pallid compass
#

omfg

#

-pulls out the burn heals-

#

jfc

#

so right jan

ashen brook
#

you should ask @acoustic pollen what he thinks about the state of game art education sometime

pallid compass
#

man last week or the week before

#

i told everyone about my uni

#

and it was a roast feast

#

one of our tutors last week told people to

#

get this

#

"u have two uv channels, Diffusion UV & lightmass UV"

#

i was like

#

What..

#

do u even know what ur saying

#

and he was telling people to make two different sets of uv's or something? one for static light baking

ashen brook
#

the nomenclature there is... something? But in principle that is correct

pallid compass
#

at that point i pulled out my Paragmatic programmer book and rolled away on my chair"

ashen brook
#

static lighting requires its own set of non-overlapping UVs with adequate padding

pallid compass
#

like why would u make two sets of them

#

why not just make ur uv's

#

with a tiny bit of padding

#

your just slowing your self down

#

for an extra .7% resolution

ashen brook
#

because then you'll have light leaking and overlap errors

pallid compass
#

Idk if its me personally

ashen brook
#

a dedicated UV channel is required for static lighting to not look shit

pallid compass
#

But iv never made a set of UV's tight enough in my life for light bleeding

#

Yeah it bakes over in second channel

#

but why tell people to pack uv's right next too each other, then make a second set and give them space

#

when not do it in one go for efficiency

ashen brook
#

I see what you mean. Yeah, that's quite pointless

pallid compass
#

if u get me

#

yeah thats my point

#

so i just rolled away and read my book

ashen brook
#

but in practice you usually have mirrored or stacked UV shells in your main UVs

#

which UE doesn't grok when it auto generates lightmap UVs

#

so what I usually do is do a plain old flatten unwrap in Max in a secondary UV channel, then tell UE to use that as the source channel base to generate lightmap UVs from instead of the first channel

#

the padding part is fairly pointless if you let UE auto-generate lightmap UVs

#

because most UV tools are crap and don't let you pack pixel perfect

pallid compass
#

ahh gotcha

#

that makes sense

#

What the...?

#

im gonna have to go to bed jan its 12 at night and iv got uni, but i can not wait to watch this omg

#

holy crap tho jan, these materials use a ton of texture samples

ashen brook
#

it's definitely not optimized

#

but it shows you the principle

#

if I could I'd show you my trim sheet master material 😉

#

but I can't, so I'll just go to bed

pallid compass
#

Omg

#

Im in bed and i cant sleep now

#

All i can think of is trim sheets

midnight mantle
#

I just noticed but

#

we don't have voice channels?

#

I could have sworn we had some in the past

#

🤔

livid haven
#

There were, seems like they got killed in the reorg.

trail atlas
#

Hey everyone

#

I think I need to talk to you guys for some input

#

What are your opinions on Arena shooters, ala Quake, UT, Warsow, Xonotic, etc.

#

And some more recent attempts/ pseudo attempts such as Quake Champions and Lawbreakers

weary basalt
#

@midnight mantle No more voice channels sorry. No one used them and they are to muhh trouble to moderate.

midnight mantle
#

oh :<

livid haven
#
2. The Roadmap was shelved or at least morphed into something else, less recognizable etc.
3. Alexander Paschall left, and the new community manager's focus is clearly somewhere else.
4. It took a 'mini-petition' for Epic to re-see value in the Community Tools section of the forums.
5. Far fewer posters, and massive fall off in quality posts by regular posters. Discord effect???
6. Backlog of PR's / Unanswered AH posts as discussed above, and in lots of other posts etc.
7. No official reply to this thread addressing the core points, despite calling Epic to the thread....```

Versus...
#

Fortnite: BR has had 810,000 concurrent players, and has probably taken a huge effort to have rolled out as smooth as it has. They've said publicly UT4 people were pulled off of UT4 in creating it. Some of the engine community team may have be splitting time helping out with community stuff on those games (I haven't kept up with the forums for the games so don't know that for sure), etc.

Fortnite: BR hasn't necessarily brought in a lot of new monetary resources yet, given that it hasn't been monetized. PUBG, as mentioned earlier, surely has brought in some major cash: $60,000,000 if all copies were sold at $30 and Bluehole paid 5% without a special negotiated rate (it's only ~$15 in China though, so that is a big overestimate). But even with an influx of money, bringing in the right people always has a large lead time. Hopefully they can increase staff rapidly and avoid causing employee burnout.

All that activity is having lots of benefits to the stability/performance/battle-hardenedness of the engine. If your game uses a similar setup to any of their production games, things are now really getting solid without as many surprises as you would run into in the past.```
safe rose
#

Hehe

#

Yeah, lots of polar arguments there

livid haven
#

Obviously, I don't represent jack shit and I only know what I know.

safe rose
#

Aye

livid haven
#

But I have mentioned how I worked over 360 hours in a 5 week period recently...

safe rose
#

lol

#

shit

livid haven
#

So...

safe rose
#

Well, see, that's a big problem

#

I mean, is tencent really taking that much money?

#

That Epic can't gain a few more hands to help

livid haven
#

I don't see how Tencent is really related.

safe rose
#

Obviously I know poop about their business/money structure

livid haven
#

You don't just hire new people for current problems.

safe rose
#

No you don't

#

However, this is not a "current" problem

livid haven
#

New hires are a fucking awful burden for like half a year before they start to become awesome.

safe rose
#

It's been an on-going one for awhile

#

Made worse after Fortnite/Paragon contractor "layoffs"

livid haven
#

Contractors are handy because they don't have nearly as high an initial sunk cost as employees.

#

But, they've also got that useless for a while thing going on.

#

This isn't some secret spilling the beans, just theories, but the quality that an veteran Epic employee produces versus a short-term contractor is pretty drastic.

#

And Epic is about trying to maximize qualitry where it can - not saying the engine doesn't have it fair share of bullshit, legacy, and so on. Pragmatism bites.

#

I saw it at Hi-Rez.

#

Multiple teams, multiple games.

#

One of them suddenly shows great success? Shift those resources to the golden goose.

#

And you don't have a lot of time to capitalize on that window of opportunity.

#

Fortnite's hit 20 million players, is on both major traditional consoles (sorry, Nintendo), and looks set to hit China while PUBG is struggling:

#

Struggling to reach those markets, I mean, not struggling to be successful.

#

I don't know, I think the obvious business sense here is to focus fire on the big hit while you've got a chance at the pre-existing competition.

#

Like, imagine if Google Plus had come out and Facebook hadn't yet gone to mobile - maaaybe Google Plus would have had a chance if it could have nabbed a huge audience via mobile support ahead of Facebook.

#

Maybe not.

chilly sun
#

brrrrr handbrakes! .. u talking sensibly about this colon o nice

livid haven
#

But first to market is a huge, huge, huge advantage.

#

UE4 engine support isn't going to go away, that's madness.

chilly sun
#

not if ur a douchebag when u do it.. ppl dont like douchebags

livid haven
#

I have no idea what the hell you're on about.

chilly sun
#

epic's move was douchey - but ppl will follow ofc if they dont have other options

livid haven
#

Riiight...

chilly sun
#

always right Im too real not to be 😃 ❤ (tease tease)

livid haven
#

Nevermind The Culling

#

Or H1Z1

#

Or the actual movie Battle Royale

#

Or The Hunger Games

chilly sun
#

args invalid but nice try

#

fort straight up mirror matches johnny cage in mortal kombat n stuff

#

ok sry that was cryptic..

livid haven
#

You're all over the place.

chilly sun
#

no ur slow :p fort felt like it literally pushed pubg.. the rest sorta waited time, didnt "same same" as much altho a lot

livid haven
#

You can keep whatever brand loyalty. I was building a solid argument based on publically observable data.