#ue4-general
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each one they just slightly tweak the settings like
what why
also
first time iv seen a material node with all that extra stuff?
My guess is old ue4 stuff.
Ben/EvilMrFrank was also complaining about how bad a lot of stuff in Ark was set up
Dude did i ever show u there material for the animated tek door?
yea you did hehe
need to do some chores first, be back in about 20
It probably calculates specular twice.
It's only going to have a cost if it's used by a material in the scene.
I mean u gotta change the shader model, but when i turned it on
all my materials recompiled
yeah thought so thanks
whats the name of the mesh ue4 use to preview materials?
it's probably the primitive meshes found in "Engine" folders
im searching for it and cant find it, maybe im blind af
You'll need to enable Engine content visibility first
On the content browser with the folders & collections and shit, there's a dropdown somewhere with checkboxes, and Engine Content is one of 'em
you'll have to pardon my lack of fidelity or screenies, don't have any engine installed currently. xD
๐
you can pretty much ignore anything Ark does, it's an absolute fucking nightmare
total amateur hour, it's no wonder the game is in such an atrocious state
@pallid compass cleacoat is VERY expensive
some of the blueprints look like someone ate a tin of paint, inhaled some spaghetti, then vomited the results onto a blackboard
reflection/specular cals are some of the expensive ones on the light side, cleacoat doubles it at minimum
its meant for specific things like car paint or similar, but its not advised to spam it as its slow
... I kinda want to make a pointless clearcoat material for a SPAM can, then spam it all over a map... for no other purpose than pure shits & giggles
@pallid compass 5 Materials in a chain.... wow. No wonder it has such poor performance. I wonder if itโs lack of experience or just slapping things together as quickly as possible?
Gotcha thanks, i was just being noisey about clear coat haha
oh dw
iv seen worse in there
U wann see how they handle changing the colour of objects
Holy shit
I canโt even comprehend- does that produce some godly looking tint?
Well I guess the upside is that as long as your game idea is good itโll sell
They pass everything first
No matter how poorly itโs made
through this
wait ino what the best thing is
There shader for there tek door
Just to clarify
Thats not even half of it
i cant even zoom out
Can you show a shot of the door? ๐
And I was feeling bad for adding a detail normal....
But the ripple looks awful
Wow just wow
ye LOL
Well that was an eye opening experience ๐
im sure if i dug deeper i could find worse
dude have u ever seen this before
They have a SSAO inputs?
and an AO input
Nah never- either a mod to the engine or very early version but I donโt remember that ever being there
yeah no one seams to know, very unusual
I cant see them being able to mod in SSAO tho, i doubt they had the team for it
O_o that.... honestly looks like they overcomplicated things by a considerable margin
i rly do hate to dev slate
but there so arrogant
i once had a massive arugement with the lead developer on there redit
because i managed to reduce the tri count in there walls by 94% ish lmao
they had like 3k tri walls i think
and people had like 10k in there bases
Itโs fine to take a critical look at other work especially if that work has millions of players / loads of revenue. Itโd be different if it was one guy just trying to learn.
Always interesting to see how successful projects look under the hood, good and bad
I dunno, I'm routinely pretty disparaging of their stuff in the Arkmodding Discord, lol
the game still has loads of really stupid bugs though
If anything itโs good motivation to work hard if that is the standard to beat
for example snapping structures to things often doesn't work properly and the thing you placed doesn't end up where you put it
how hard is it to snap object A to point B?
I played like 20 mins of it and stopped, just wasnโt my thing + was clunktown
But itโs clearly had some kind of impact
Probably because no other game was out like it
Kind of like H1Z1 before battlegrounds
Put it this way guys
People will play the most unpolished clunky mess games for months if the idea is good
I use to lead the european core of "Discord" we where one of the Mega Alpha tribes who ruled and had enough prescences that even Sparterns wouldnt touch us
and we had a huge vault system inside a cave
this is on offical btw
and we had 3 wall's through the cave
and each wall was packed with around 400 turrets full
and we kept messaging the devs and telling them there was ways to slip through the mesh walls
and we even knew the map designer of the dlc forget his name now
and we told them for a week straight to fix it
Scorched Earth?
what happens? bunch of people slip through the walls in to the back
no the first one
Worse part about it?
U get banned
The Center is a 3rd party mod
for putting structures inside mesh's
Hahha wow
(by EvilMrFrank)
so we where not even allowed to defend our selfs.
Great way to deal with that
Yeah EvilMrFrank
That was it
btw we had been around 2 years + at this point
so we had an insane collection of stuff
after that, and all sort of other crap most of us just quit
i think i logged around 5k hours ish
Offical was brutal af
Ark is a fine game when you realise it's an RTS
Yup
but it's biggest problem is no end game condition
Basically a game of chess
Damn you definitely got your moneyโs worth with 5K hours!
so people just amass ridiculous piles of resources and dominate everything, forever
So even though itโs unpolished you still liked it right? The concept shone through
Im the onlyt person to ever build in lava as far as i know
The concept was good except for few MAJOR flaws
the devs where bad
my biggest problem with it is that the game hasn't improved since I picked it up in a bundle whilst it was in Early Access something like 2 years ago
What takes longer, compiling ark shaders or wasting time on a base before a troll alpha tribe wrecks your shirt ๐ค
Compiling ark shaders
took me 30 mins last time with i7 6800k @ 4.2ghz 6 cores
was so stupid
Yeah wasting time on a base only takes 100 hours
That would be an outdated picture of our old base.
Took about a day on my comp to compile
It's all about building out in water apparently
now it might be, alot has changed
oh fuck yeah
check this out
@wary wave
This is prob the biggest fucking we got off the ark dev's
See that base above
My buddies are doing it... can't justify putting more time in the game
We build the inside walls, out of vaults man, it was insane we spent weeks farming non stop and vaulted the roof and walls right
and then they decided to shrink vaults
and fuck all our storage
and our walls
look at this
The fact that wildcard devs join pvp tribes is just... dirty
With out any warning, they shrunk the vaults, and the worst part was they knew we loads of people where using them as walls
they shrank them because people were using them as walls, heh
hean
So annoying
Actually
Wann see something funny
We actually Wiped out the number 1 chinese streamer Mega tribe
This was there base at around the mid way point of the raid right
when we finished
LOL
And then the rollback happened?
no thank god lmao
we did crash the server around 30 times though
due to so much going on
they where full of aim bots and had the most insane internal network of tunnels it was a pain
one thing I don't get though, why the rings with turrets on them?
i think it took us about 30 hours
surely that makes the turrets vulnerable, since you can just target the ring?
They built there base like that, so the structure was not all connected
to bypass the build limit
aha
What kind of mega tribe doesnt log in 30 hours?
Wat
it was about 20v40
the siege took us 30 ish hours
to wipe there first base
we had massive breeding farms on other servers
so we would bring bronto's in
in waves of 10-20
and just soak all there ammo
we also used Suicide dragon's
we trapped C4 to dragon's and used there speed to smash them in to the side of the buildings
strapped*
Well if it was rag a few Griffin would do a lot of dmg
We didnt finish there second base though
Some guy called Razenblood
the leader of Sparterns n1 mega alpha
came in and started taking our birds
and we where like dont take our birds, bring your own
he was like
"im razenblood i do what the fuck i want"
so we where like okay
packed all our shit up and left lmao
Heh
then he was like oh no i sorry
but we didnt go back
so many funny memories from that game
How mant hours did you put into it?
Theres a screen shot of me attached to someone's boat by grappling hook, water skiing, as im firing rockets at them lmao
around 5k
Sounds about right.
Maybe one day wildcard will know what they're doibg
yes and pigs will fly
I dont remember what settings I turned on is causing this noob me ๐
Can someone hep me?
man iv got one non planer face on the side of an edge loop i cant fix and its driving me mental
@pallid compass and others: friendly reminder that this is an on-topic chat channel. If you want to chat about games you play, use #lounge instead!
Doesn't really make sense they are just generally talking about a game related subject . So what is general chat for then?
It was about Ark's usage of UE4 being poor, which was related, but drifted into reminiscing about playing Ark, which was not related.
I guess . But general is such an ambiguous word it can mean anything
I assume every channel here is for UE4/epic stuff specifically. Except #lounge and #server-feedback.
gotcha sorry!
stuff like me rambling on about old times is really for longue
when u have 50k faces to UV
pls no
@ebon saffron General chat is for talking about UE4
and yeah
we've had a poll to rename it, just waiting for the big guy to come back and make a final decision
Question: how does collision detection know when surface below is moving?
Sometimes, the unreal editor buttons don't respond. Like clicking play won't play and clicking the close button won't close the window.
Is there a way to fix that
does it calculate the location from collision object origin by offset
@urban salmon might know this, @paper kernel - I believe he thoroughly took apart the CharacterMovementComponent a while back
As someone who has never done this before -
Can anyone point me in the right direction for creating animated materials?
Not sure where to start
content examples project in learning tab
Thanks
what kind of animated materials?
blood running down an object
very specific, yea i'd take a look at some of the content example showcases, then work your wayto some tutorial about rain drops on windows or so
@smoky pilot - you can't.
but the G button does remove the yellow outline while selecting
Yes it does but it removes the gizmo too
Is using Alpha' channels anything to worry about?
like how fast does the cost stack up
man what is wrong with the stats window for materials
Im using 9 material textures
and its saying im using 7
not even including the 3 default that u normally use on empty material
Has anyone implemented GameBridge into their game?
How do u go about checking the memory cost for a material?
materials are just a shader, they dont have a memory cost
if you mean the textures, then its the cost of those textures, i think size manager reports it
@pallid compass some good info here about alphas: https://forums.unrealengine.com/development-discussion/rendering/58797-rgb-a-for-roughness
โIn short I would stay away from adding masks to Alpha's. A Texture that has an alpha will cost 2x as much as one without as alpha channels are not compressed. What I would do is make Mask Textures were each channel of the Texture has a different mask packed into it. This way you can disable gamma correction(sRGB) and not have to worry about it effect something else. This also has the added advantage being able to scale down your masks independently of your Base Color and Normal maps. Finally UE4 uses BC5 for Normals maps which gets rid of the B and A channels on import. This is why you can not use the Normal maps alpha channel as UE4 gets rid of it.โ Epicโs response but it does vary on what you need the channel for
Also response from Ryan Brucks โfwiw the cost of a DXT5 is the same as two DXT1s. So if you only have one mask texture, it doesn't matter for memory consumption whether you pack it into one DXT5 via alpha or two DXT1s. You also can counteract sRGB in photoshop if you want to channel pack something. If you have multiple masks then channel packing is definitely the way to go.
Just make a level modifier and move the midpoint to value 2.2.โ
YEah i alreadyt know that, im trying to get some information on the actual cost for when im hitting 16 texture limit
Any advice on finding people to work with on indie stuff? I feel like I've exhausted decent places to look.
offer them money :p
That's the problem, it's not even about not being able to pay for me. I've offered to pay some friends to help me with my game. It's offering money to strangers (especially internet strangers) money that makes me uneasy.
Is It me or 4.18.1 crashes when you open in VR mode?
any of you recog. the dragon animations from WoW or the like?
https://www.youtube.com/watch?v=8W7_WwLMMG4
Custom gaming sound tracks and Character creation is available in most formats and non human characters with animation check us out at https://www.facebook.c...
Im just outright thinking macros are broken in 4.18
the math just got real fukken weird when it comes to moving on moving platforms
save the landing spot, set movement in platforms local space?
Im really curious to how epic did glass in paragon with out using tansparancy, they used like masking with like some mat material and it looked so good much confuse
masked + dither
masked dither is a huge hack
it relies on temporal antialiasing
and tends to do very weird things
@pallid compass I think you can reference a similar material in the Robo Recall mod kit ๐
Loads of good stuff in there, fairly sure there is masked glass
i dont think so, at least in robo recall
robo recall doesnt use dithering i think
what it might do is the custom depth trick
wich is a very important trick to know when dealing with transparent stuff
essentially, you render the object twice
first time the object is invisible, but renders only to custom depth
then, the normal material renders, and this material has a depth test (in the material) against Custom Depth
it ends up as depth tested transparency, but of course if you have a transparent object behind other transparent object, the one behind will be invisible
and, btw, this technique is used in mario oddysey
Hey guys I'm wondering if it would be possible to make a game using mostly the UMG? I want to make a click/touch interactive game and I think it would benefit from using umg instead of paper2d
@frank escarp been a while since I looked at that project so may be mistaken. Cool stuff there nonetheless!
intresting
i remember them saying they use masked glass because they cant hit 60 fps on the console with transparancy
Howdy, so I'm wondering if anyone could help me with a game design problem;
I'd like to make my enemy hitboxes more forgiving, i.e. Larger than the visible mesh shows
I assume that the easier way to do that is to just increase the size of their physics asset
But I'd also like to ragdoll them on death
So that means I'd have to swap out the physics asset at runtime
Is that the best way to do it or am I missing something easy?
god dam these panels are clean af
yes ty, yet to UV it for tiling textures
Ignore the sneaky bad hard edges at the back ๐
is there any way ti view memory usage of a single material
anyone here?
Just gonna ask if its better to make animations for a character on a 3rd party software and then transport it to unreal engine
As opposed to?
You're trying to pick between doing anims in 3rd party software and ___________________ ?
or justs animations on unreal i guess
I'd do it in the same art package you did the model in, if that package can animate.
will blender be good?
Would not do anims within ue4. At least, not the source anim. Blending and such, and transitioning states should be in ue4.
yea am following a "Building the AnimGraph" tutorial
so you need to actually make the animations in a 3rd party software?
Yeah see if any of the blender plugins sound like they'd help. But you can do anims from blender for sure
k thnx
Might be some import issues though @ashen frost, go ask in #animation
ok, am not in that stage yet, just wanted to get some sense and see where i was going
on the front page of PSVR stuff in spain
right beetween skyrim vr and rec room lol
omg thats awesome ;o
lol
concurrent players seem to be less than USA, but keep in mind the time zones
its nearly 12 PM here
tomorrow afternoon would be a much better hour to see the peak concurrent users
hey @fierce tulip , does it appear on your country?
wich one was it?
netherlands?
could be there, but not near my ps4
its ok
What the heck is RecastNavMesh-Default?
Im trying to get mixamo animations working for placeholders but NONE of the have Roots <.< i know they are only placeholder animations but all the animations look disorientating... any idea's on how to fix/work around the issue?
@light thunder you know you can google sometimes right?
@light thunder If I'm thinking the same thing, it's the actual actor that contains the nav mesh for that level.
I'm confused...do I need it (I'm deleting my nav mesh to test somet things)
If you need a nav mesh, yes?
pretty sure it will get regenerated
Aye, I do believe it will be regenerated too.
But that also makes deleting it kind of pointless unless you're permanently removing navigation.
?
@coarse charm nope haha, that's just one of the annoying things that exists and really can't be changed
sweet fancy moses
Anyone here use much substance?
Fair bit of alcohol.
Evening all o/ Any Black Friday deals out there UE4 related?
I think there's a UE4 marketplace sale. I know nothing about it.
Yo, quick question
why is my CharacterMovement getting destroyed after falling down for, like, a second or two?
Your "CharacterMovement"? Just the movement component?
Or do you mean the entire character?
There's a "kill Z" value by default at which you'll automatically be destroyed, if you're talking about your whole pawn/character
That did the trick!
thanks
Btw, another question: FXAA is enabled in the render settings but it doesnt look like its working at all.
how do I enable AA?
FXAA is very crisp, sometimes it can look like its not working but it is.
Any ideas why my lighting looks like this
I deleted the static mesh
and re added
still builds lighting like this
Not a big deal as its only a test level but still wierd
it wasnt happening earlier
Anyone know how i can get Miximo animations to work work with root motion?
sort of want to use them as place holders so i can work on my project <.<
Not sure if the Mixamo anims are set up with root motion in mind. May require tweaking in Max/Maya (or try it with the Control Rig stuff in UE4).
ok... added a Root and did a fudge fix in blender... now they just seem to be walking up <.< probs the bones orientation in blender ๐ Should be a simple fix
is any russian online? i need to translate something please ๐ญ
i resolved it
Wot
hi im a freelance graphic artist in both 2D and 3D artworks... I wanted to make a game without knowledge of coding, a friend told me about UE Blueprints.. what kind of games you think we can do with it?
Anything
๐
Unless it's a MMORPG.
I am saying anything because whatever not exposed to blueprints, can get exposed to them.
uhhh
I assume you are not an owner of a multi-million gaming company so anything is ok for you.
if I am an owner of that kind of company... i would just a hire coders ๐
See? All I say makes sense. Now stop wasting time here and get to work.
good point ๐
Chop chop.
downloading XD but its always on zero byte per second
but its downloading
kind of bug i think
everyone in here helps with any problems you got as well. super good community โค
You are not determined. You got doubts.
always like that .. but it actually downloading
You must fill yourself with D E T E R M I N A T I ON
!
You are MEANT to use Unreal 4. I can feel it.
While Unreal is being downloaded, let me give you some advice, from an experienced person's point of view.
Here are the steps to learn UE4.
am I in the prophecy to change the world ?
Yes but first we got steps.
im listening senpai
@_@
lol
or do this, its wat im taking ๐ https://www.udemy.com/unrealcourse/
hehe
or sell to unlock character like Darth Vader.. .oh wait .. im not gonna do that
ooooo nice idea xD
- sell game to dice\
KONY2012 !
- pure profit bb
lol
We should together make a game imo. We got the right ideas.
You can even advertise as "Disabled people can play too! ;D"
haha wtf
People think you are a good person. They always do.
wtf
life's not fair, God has different plans
So we live on with all the unfairness.
People will pay for what they do eventually.
It's not God's fault that humans decide to think with other parts than their brains.
okay here we go ..
๐ ๐
I see lots in videos
yep .. sad truth .. gotta live with it
My rant is over.
I want to play guitar too but I am far away from home sobs
I will play in your honor :i
The main problem is the brain you need to train Pr0x. Your brain demands the pixels, not you directly.
It's like smoking is bad, you know it, but your brain demands it.
with your favorite song, stairway to heaven
I got classic and electro
@lucid jetty ... thanks to you, I nearly spat my tea out... several times, reading the last hour of your bullshittery. xD
Internet says I am always right so you spatting tea out is also a righteous act. kappa.
๐
"but steel is heavier than feathers..?"
"but they are both a kilogram :)"
so feathers is heavier
Dafuq is going on in this channel that it's all shit posting for like 2 hours?
Riiiight... that's why we needed a bunch of conversation about masturbation and sexism and non-sequitur un-jokes about weight.
Should rename general-chat already so people don't confuse it for general topics
@lucid jetty and @plush yew this is not the place for that type of conversation. Take it to an private channel and not in here, first and last warning.
@plush yew We are going to be implementing changes soon to avoid that type of confusion in the future.
i think its a bit unfair to make it "last warning".. if we just scroll up you can actually see some very casual conversation.
and its general .. yeah a bit confusing
but okay
whatever
chat needs to be dead hue hue hue
First okay.. but last? What the?
Excuse me?
I can delete my posts, you can even request that.
But @weary basalt that's abit over the top.
A bit too casual. Generally talking about sexual acts in a general thread is a bit blatantly overstepping.
It's one think to talk about the adult game dev industry being profitable.
If you dont like it, leave. This isnt the place to dribble whatever comes into your head, keep it proffessional and on point, be mindful of others here as well, this isnt an +18 community. Wake up in the future.
But it's another to refer to jacking off or not jacking off.
do you
Everyone stop, move on.
You are joking right? This is not about what I have done wrong or not (which I agree, if it's the rules, I don't do it again. And I deleted my posts.) but it's about your attitude.
Being kind goes a long way.
You can be a moderator and I respect that, but it's better to get the same attitude back, thank you very much.
Being unkind was to kick you straight away, i gave you an warning. Stop now and move on.
First and last, thank you for your kindness. I stop now.
@weary basalt maybe we can just make a bot to delete it? is it okay?
I will take care of it. Move on. Thank you.
uh oh, we in trouble :/
Iv got a assignemnt that just says "Research and blogpost information explaining the principles of procedural programming " like what, thats just a broad topic
Procedural as opposed to functional as I imagine
sure, but procedural covers something like 60-70 years of mainstream programming theory
I guess you'd start with Dijkstra's opposition to 'Goto' and start form there....
well, you could start even earlier, you're skipping an entire decade of precursive history there, hehe
so yeah @pallid compass - good fucking luck!
I just wrote about what PP is, then about Orthogonality PP, then gave an example of a PP sub system inside a Orthographic system,
aka i waffled on and talked a load of crap
lmao
so the usual university crap
Nice to know it wasn't just my Uni that made things way too broad
Major Project: "go and make a game."
... that's it? The fuck are you marking us on? The academic aspect of it? which you badly planned out and barely explained? o_e
"we're marking you off the HE6 criteria".... which is just as broad as your assignment itself. ๐
besides the second year where I personally learned C#, and some nifty Unity things, I found Uni was a huge waste of time. :I Besides the few thigns I learned & the people I met at least
to be fair i did exactly the same thing when i tought a unreal engine class
the final project was "go make a game"
(lil prototype)
Honestly, I wouldn't mind "go make a game", if the marking crit was clearly explained
for marking i told them it was going to be marked on game quality, and mostly on originality
But the module itself (baring in mind it was split over "major project" and some other academic shit) was the biggest pile of manure I had to endure
to be fair this was a semi-unofficial course
it didnt have marks other than "failed" and "passed"
HE6 - Marking Criteria: "relevence to the title"
.... Really, REALLY informative piece of shit there, guys. :I
when game schools tell you to "go make a game", they grade depending on the skill shown when making it
normally
more originality, more complxity, or more polish all count positive
Not with ours. Out of all the teams in my last year made some great, really well done games, and came out with shit scores.
then it might be a shit school
The marking crit was so all over the place and inconsistent it was a joke
I don't.
its something kind of similar to that
What I do rate, is game development
which is what we were in uni for.
not to write some bogus academia shit
i did rate the prototypes of this guys depending on how hard/interesting the stuff was. But most of them were As XD. Got impressed with the results
:p
think what pissed me off the most was how great the first year was, thenit just want to utter shit in the 2nd & worse still in the 3rd year
thats weird
good schools tend to go fucking brutal from year 1
and relax a bit afterwards
but still brutal
the guy who managed my course left after the first year.
then the Uni... FIRED all the middleman management staff, and made the lecturers do their job ontop of lecturing stuff.
thats more red flags than a communist rally
Baring in mind this is the same uni who hired a vice chancellor who had previously ran a very good college into the ground
Then spent a load'f money building a new motorsports building, when the Uni was/is in the top 25 uni's for Creative Technologies.
Given the current state of affairs I sincerely doubt they'll be able to keep that claim for much longer.
Which, is a shame given that most of the lectuers were actually fairly decent, and I commend them for the amount of shit they had to deal with.
like, during the 2nd year, the Games courses had their advertising funds cut. like... WAT
then had the cheek to ask why the numbers were dropping. ๐
So... yeah. xD didn't have the best of experiences with Uni.
Does anyone know how i can view the costs of materials, stuff like adding the alpha channel etc
im not too sure how to profile this stuff
and id like to know how much of a peformance increase doing stuff like injecting my roughness map in too the my diffuse texture alpha channel costs
YUS! There's actually several ways for this
Material wise, you can get a rough idea inside the Material Editor by checking the instruction count & whatnot
Visually, there's profiling views
I dont think instruction count shifts for using the alpha channel as a mask does it?
There's a UE4 wiki post somewhere that states the Alpha channel pretty much negates any benifit you get from packing textures into the RGB channels
Thing is using seperate texture file for roughness is costly
makes me hit the 16 texture cap fast
brings each MF to 3 texture files instead of 2
IIRC, the alpha channel negates the file size benifit.
also, in the Viewport Options, you can find options for Material Complexity and a few others that I can't remember off the top of my head, that visually show you
Green be yay, red be nay. :p
Yeah i know that one, kinda looking for numbers
so i can compare between using and not using in memory cost
i wouldnt say thats very accurate haha
Debatable
if you set your materials to shared, the texture cap is 128
Was wondering about the alpha cost issue too. Some info here: https://forums.unrealengine.com/development-discussion/rendering/58797-rgb-a-for-roughness
@frosty copper that complexity view hasnt changed since udk, so in theory you could double/tripple that value for a more accurate representation
Im always bumping in to texture limit issues
and im really debating starting to shove AO/Roughness maps and stuff, in to A channels
Yeah, but who would fix what isn't broken @fierce tulip ? ๐
you can set that value in one of the editor .ini's
You're already using RMA though right? Where would you pack them?
@pallid compass thats exactl how it goes
there is a plugin around for packng textures
that can pack several greyscale textures into a RGBA packed one
for example
Makes sense. I mean, if you're targeting for a platform that has a shader complexity limit you can slap it in the ini file
ID 1 UV space1
R - ID1 - MF Steel
B - ID2 - MF Thick Machine Paint
G - ID3 - MF Brush alum
A - id4
ID 1 UV space2
R - ID1 - MF Steel
B - ID2 - MF Thick Machine Paint
G - ID3 - MF Poly
A - id4
Scratch and grame
R - ID1 Grime UV1
B - ID2 Scratch UV1
G - ID3 Grime UV2
A - ID4 Scratch UV1
AO Map
R - AO - UV space 1
B - AO - UV space 2
G - Emissive Mask Uv space 4
A - Empty
Kinda gives u an idea for my layout
the quality issss amazingggg
but its messy using
going for the star citizien workflow i see?
4K option will appear once Youtube has finished processing it Test Server, patch Z. A couple issues left before going live server What do you think of this...
wich, btw
holy shit
i looked at there UV's and couldnt make any sense of how they had it laid out lmao
yeah im using Mesh decals
all of it
who the fuck still uses coathangers in that day & age? ๐
But most of this workflow is coming from Epic's paragon setup & some quixel stuff i seen
Im just trying to get high quality Scratch and grime mask's with out having to go 4k, so this is my current setup im still figuring it out though
I believe Halcyon already knows the stuff about decals ๐
man i hope they fixed the fps issue, every time i played with titan x and 6800k
35 fps on lowest settings
1440p
seems t be decals for days + lots of layered materials
they seam to use trim sheets alot too, but i dont understand trim sheets properly
Would make sense
you can see the detail texturing on everything
Halcyon: http://i.imgur.com/9Yr1xyj.jpg
i also figured out how they laser through ships armor and stuff the other day its pretty cool#
but expensive
you have trims & plains
yeah iv got some of there trim sheets and models and stuff
Iv got my mesh normals down, but not a good understanding of trim sheets
in the fancy shaders section
Trim sheets seem pretty simple. Just UV your model to the part you want in the sheet
essentially they just write into a Damage texture
wich switchs beetween 2 materials
yeah they have blending material too between the 2 mats i think?
and they use some mad masking stuff with it
thats a great wrist hud, im stealing it
might be wrong though, but thats what i could gather from being nosey
thats so much better than the last one
lots of vr games are getting wrist panels, they look good and are useful
everything in SC is just overkill
as hell
they go overkill on all their tech/detial
Yeah i love it but
Its why they take ages to do stuff
also the fps pls no
While im developing im always thinking of cool stuff i could do, but then im like "time, peformance cost, future issues pls no"
cries in vr
can i just say i HATe the stats panel in material editor, it dosent work half the time
Never works in MF's
works for me too
sometimes i have to bash save and apply
well thats logical
anyone here develop on ps4 devkit?
and open and close the stat editor
@fossil patio me
to get it to update the texture usage
thats becouse the shader stats depend on the final material
its the only place where it can get fully compiled to get the stats
and of course it changes due to optimizations and the like
@frank escarp ps4 dev kit should be a PS4 Pro hardware, right?
yes, it is
only using 4 materials + base, says im using 14 when the other stuff was removed
which ue4 version was it where it didnt do texture lookups correctly and added a brickton of extra instructions?
@frank escarp do you know if there is a way to cap performance to test our game for base Ps4 hardware?
i am currently on 4.16.3
there is an option to emulate basic ps4 on settings
i have to keep closing and opening the stats widow lmao
can't find them T.T
I'll take a look, thanks for the infos
any idea's how i could expose the coordinate index for a MF?
vector 2
wait what really
UV > RG
i thought RG was U tiling and VTiling
Theres Coordinate Index, Utiling, Vtiling, i am much confused i normally do RG for U and V?
oh the uv channel
yeah my bad, crappy wording
need have a vector 2 input, texcoordinate as preview
plug in another coordinate to change those channels
gives Vector 3 Input
3d uv's
Obviously
uvws
wat
Are you still in 2017?
What do you do for 4d coordinates? You kind of run out of letters...
xyza? uvw? Maybe we need to mine cyrillic for more variable names.
(since X/Y are already coordinate related)
Cel, its not even sinterklaas and you are in x-mas mode
its XYZW
like when u do 4d math
u sure its a vector 2, its not working to access the Coordinate
abcdefghijklmnopqrstuvwxyz https://media.giphy.com/media/wViS9n0RqN2/200.gif
need me that sweet Coordinate Index
its just shifting the U & v tiling
not the coordinate
ohh
I'm totally lost with this
Would be handy to have a different way to specify coordinate index
yea, especially for instances. sometimes I just set up a lerp, which can be funny ifyou set it to 0.5
I'm slowly starting to grasp the insanity that went into making CharacterMovement
and why it's 10250 lines long
O_o
what omg
it works
better u never thought of that
LOL
mask everything but 1 section of space
there is a function that does something like that
really?
fml
this is what im triyng to intergrate in to my MF
the ability to say that UV slot it goes on too
sorta, lemme grab it. maybe i understand wrong
UDIMM coords. I don't like UDIMM. It seems too simple, there must be some kind of trick.
they are super simple man
literally just multiple textures
and the udim "coordinate" is "what texture" to actually use
oh wait, i was talking about the texture cropper.
On a barely related note, is there an idiot's guide to clamped sampling a sub-tile of a texture?
in what way
lol that comp. mask
On second thought it would be the wrapped sampling that's hard, not the clamped sampling. But back to Halcyon.
idk fam im trying every wombo combo
RG masking the UV input. Whyyyyy
lol
Small guide/Tutorial on how to optimize the use of masks/separate RGB channels even further. This can save you between a few up to a few hundred MB per proje...
Coordinate index is for multiple uvmaps, right?
great trick @fierce tulip
mat function dl in the description
yes
obligatory to know that this will add a few extra pixel shader instructions
but the space/bandwidth saved will probably make up for it
How to get a reference of an actor in the scene in a blueprint?
especially if you have a 4k texture and a 128x128 lightbulb in it you need to make emissive hehe
well its not even working anymore wth D:
to start with you read from that same texture several times , once per channel
instead of a normal texture where you sample it once for the 4 channels
for some reason, its getting applied across all UV channels and not the coordinate index
i think im forgetting something
i kinda want to stream, but I have nothing to stream XD
ofcourse lol
regardless of uv-channel, it will span the entire uv-map of that channel
what are you exactly trying to do
explain to old lill luos
im sure i got this to work D:
Oh im using two UV channels to get double resolution
So im trying to add away to to my MF to have a param to say what UV space to put it in
I may of drempt it, but im sure i found a super easy way to do it via the texture coord node, instead of doing my mad math lmao
i may have to go back to this stuff
if it works, it works
True that, i wonder if i actually drempt it lmao
bleh, imma stream.
maybe il try and intergrate it in to my current MF
mf inside Mf's
new mission
figure out how to mask from uv coords 2-3, 1-3 etc
like this
Anyone knows how to switch between scene camera(CameraActor in the scene) and character camera(Camera component in the character BP)?
SetViewWithTarget method seems unable to switch to character camera,
which is the problem
you have this checked ?
@paper kernel nvm
how the heck does this node work D:
I just found problem is not about the camera,it's about the input
@pallid compass normalize to range maybe ๐ค
ยฏ_(ใ)_/ยฏ
god dam it there is no doc anywhere D:
well at least you can test your outcome
if my execution order is even slightly off I get either 0,0,0 or 983780965,3656,3454363456
or, moonshot
$40 used from a 3rd party vs 90 euros new?
"used" in spanish is also 80 euros
well, that's because it's a 3rd party
at that point it's practically e-bay
Amazon don't set those prices
Do you have any suggestion Heart Rate monitor devices for UE4 ? or PC compability?
any HRM with a c++ interface
I dunno if any of those have public API
when I wanted to interface one, I had to ask for communication protocol from the manufacturer
(there probably are reverse engineered libs too)
oh, Polar share code snippets now
no idea on the those models tho, like if they are ancient now
i'm trying to recreate the 3rd person character from scratch but this ball with a nose won't rotate even though the capsule is rotating
characters capsule doesn't need to rotate
as it's just collision shape and shape doesn't change anything if it rotates or not
I haven't checked what they actually do
just be mindful that CMC is doing it's own hacky things
(character movement controller)
Need to make sure that Orient Rotation to Movement is enabled
It's in the Character Movement Component
thanks
how do i make it so that the camera can only move up/down a certain range? like not 100% up or down
this works fine in my case
@plush yew
or are you talking about pitch input?
if yes then you could either do this http://prntscr.com/hepvs8 or set the defaults in the camera manager
ye if you cant figure out please show your bp later
cool it works
is there a way to not do it during input?
like set the min/max as default?
Guys I have a problem about level blueprint
(btw i meant the 2nd screenshot works)
Everytime after I modified an actor in the scene,the reference of it in the level blueprint wont work
Wtf
FUCK YE
it works
UV space masker
that can mask uv slots or slot range
my new child
nice
@plush yew did you managed accomplish what you were looking or what exactly you need mind explaining?
well fuck its not working with layers D:<
nvm got it
U just gotta multiplay ur task for the layerblend by the UV mask
few
@plush yew you can also create a custom camera manager and set the defaults there. hope it helps
http://prntscr.com/heq947
Help
@restive eagle yes i managed to do it thanks
awesome
Hey guys! Whenever I try rotating my skeletal mesh to face the correct way it resets once I close the window and open it again. (i've tried rotating the skeleton and the actual mesh)
Hello
Hey!
Can i make a announcement to hire people for a project in #career-chat ?
you'll have to post that in #looking-for-talent
Best texture compression settings to get highest quality? im just wanting to test scratch masks
i am happy af, 1 Material, two UV slots, two scratch mask's, tiling textures under it and a ton of adjustable paramaters tldr Twice as much resolution for detail's
that is really sexy
man i am sooo happy
1 material with so much quality
and low instruction count
there is also room for grime masks to for dirt
that is one sexy mat
i just did quick test with scratches
full control over roughness, roughness where the scratches are
grime, grime roughness, grime colour
metal colour
i havent even done AO or actually tweaked it about yet
my fav thing is its all got underlined inf tiling texturess
Does anyone know why the skeletal mesh keeps resetting it's rotation every time I change it?
@Meenit#4541 Is it "snapped to" anything?
so im trying to set up a team in my basement...
maybe 4 - 10 people to make games, coder, designers and etc..
i have a computer shop .. and i have a lot of GT640 cards on 3.3Ghz CPU AMD from old PCs ..
is that okay to develop small games with UE ?
Take it to lounge or admin will bonk u
yep "general-chat" is confusing ^_^
Anyone knows something about this SetViewTargetwithBlend?
I found that if I'm setting view target to another one while the former one is still blending,it just force teleports
How to fix this
In all videos I can find in youtube,nobody just ever thought of this issue
Disapointing
They just let it 1 frame force switch,or just force the gameplay to do nothing while switching
Ridiculous
In official tutorial,they just set 3 static cameras and let it switch with no lerp
Ok,I guess I have to make the blend quick and put a delay before the second switch can be processed
Yeah I should know not that many people know much about camera performance details.
mostly because there's like 1001 ways to do camera tricks
and you can fake transitions with scenecapture materials or postprocess
(I hope this is the right channel), but would anyone have any tips for someone who's been using ue4 for almost 2 years now, but mainly creates non-game stuff going into programming actual games/game mechanics? I've pretty much only been writing plugins for a little less than a year now, and haven't done a heck of a lot of acutal game coding....ever really, which seems like a horrible choice ๐ค
(Like, emagine I'd want to create something like a rocket - I'd have no clue how to build it using the built-in ue4 types, I'd only really know how to do it building my own physics engine/simulation :P)
join one of those mmorpg people for practice XD
Oh no, never~!
start small as usual
let me give you an example. Make a metroidvania starting from the 2d plataformer sample
Hm, true. So you guys recon that you'd be best of just thinking of a (simple) game and creating it, instead of doing something else?
get the template, add some kind of sword attack, and some enemy that damages when it touches you
you have experience, its only applying the general knowledge elsewhere. im sure you'll manage ๐
Good point ๐ค That way you can implement (small) mechanics learning it as you go, I'll give it a try ๐ Thanks!
And yeah, I have the experience, so I can build all kinds of things ranging from twitch integrations to blueprint libraries.....but not games ๐ (which is starting to piss me off as that means that I can't really build up a cool portfolio interesting to non-gamedevs)
wow, RIP
@vale halo youโve mentioned rocket - try to make a Lander
An old game and just figure it out step by step
whoo lunar lander
Including where to start - just start somewhere
Yeah! Lunar Lander
https://g.co/kgs/gzFpcb
Hm, I'd suppose lander (especially lunar/moon lander as you don't have to deal with air resistance/drag) would be easier ๐ค I like the sidescrolling idea for it's simplicity too though
dude lunar lander is such a simple concept for a game but a bit more than pong so its a fun start
you can go simple 1 level or even work on making it a generated level system and then just go from there
if you want to spend more time learning a game ๐
Would 'ya look at that? NASA even gave me a (way too high poly) model ๐ (#GottaLoveOpenSourceArt)
do it in 3d with a locked camera and then in 2d as well
so now you can learn multiple ways ๐ then make it user selectable in game at runtime!
Wouldn't it be smarter to do it in 2d first to avoid the extra dimensions?
either one would have issues learning first, 2d has learning the spriting and such while 3d has to deal with 3d
basically pick something and go ๐
Hm, true ๐ค
Welp, I'd better get started then ๐ Thanks for the tips everyone ๐
I like it because you can develop it further into all kinds of things
I like it too as I've always loved space(games) ^^
Was building one in UDK with a spherical world, 2D controls but in 3D, with it Physics and kinematics on landing legs and character than can get out ๐
Cool ๐ฎ
Didnโt finish but it was fun
I'll get there.......some day ๐
(I just need something to do ue4 related that has like nothing to do with writing documentation/commercial stuff/etc. ^^)
Could be a nice project especially if you want to do a bit of physics/sim driven game than a rules driven game
Yep, I like physics as a school subject, and I like games, but I never really did anything that overlapped, which is another reason this project seems really interesting
omg I love that idea, make it a round world for the level instead of a sidescroller
Add digging and ability to cary stuff around ๐
O.o