#ue4-general
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Hulu :p?
with itch you need to market yourself, basically just as with steam now
Uplay and Origin are a thing
(Amazon?)
and everyone hates them
Hulu and Amazon did what every Steam competitor failed to do
and spent money on having content to actually draw people into their platforms
a lot of money
problem is, a lot'f people have a shitload of stuff on Steam already
so it's not like they'd be buying it again ๐ค
you spend money to make money, in case of Valve they would bother only when their own sales plummit
which will happen I guess in few years
Does make me wonder what's happening up at Valve.
technically there is very little point to publish on steam now, if you do marekting yourself and can convince GOG to take you on board
they run around with pink vives on their heads
people will buy a killer app if it isn't on Steam
if Itch had had Minecraft as it's killer app, everyone would be using Itch by now
i didn't buy an EA only game just cause it wasnt in steam :/
Factorio is another example
also no way will i buy anything from windows store ๐
I haven't bought an EA game in years because I'm pretty much done with EA games
they haven't put out anything interesting in close to a decade
early access?
Most games aren't system sellers or killer apps, they're good or average and succeed based on the platform
Electronic Arts
yeah Factorio was selling for a year or more from their own website
years
Factorio was pretty successful outside of Steam
but yeah, most games aren't going to sell a platform, you need to commission or get a lot of exclusives and wait until one pays off
(like Amazon and Hulu did)
@wary wave unravel looked interesting and so does a way out
second is developed by the guy who worked on brothers tale of two sons
long term it might be better to stick to "transparent" system like itchio as it's something that is easy to replace when needed, humble bundle have their widget too
both of those are independent studios with publishing deals, but I can't say I'm very interested in either
get used to marketing outside of steam, patching and drm on your own and etc
still the first is origin only and most likely the second will be too ๐ฆ
oddly enough, I think if Discord could raise the capital to commission some decent games, I think they could have a chance to set themselves up as a curated marketplace
in the gaming world they have an enormous userbase already
the only reason for hackers not to break your game is if nobody cares about it in the first place
sounds like wasted time and money
it's possible more people are using Discord than Origin at this point
okay, I way underestimated
@surreal viper to offset your game being "bombed" on g2a
there are nearly as many people using Discord as Steam
huh discord could be a cool
broke 100 million users last year
platform
@surreal viper agreed. If people want to not pay for the game and still play it, they damn well will find a way, and after minor DRM to keep the normal people at check, any more becomes detremental to any legit player
you need a minimal DRM to prevent reselling of the same key
many people still don't understand what G2A is and think that they purchase legitimate keys
yeah, Key DRM stuff, but anything after that is just... pointless imo
anyway as an indie dev I will simply stay with steam cause players used to buy stuff there
and that can make a huge difference for my game
If it was made by man, it can be broken by Man
even if steam does not give me visibility, I think it effects the sales positively anyway
Steam is a huge sales boost even with zero visibility
They subconsciously become video jockeys. Sorry for crappy music, forgot to set recording from monitor and used my mic instead O_o
or suffer from epilepsy
not sure about that - non or very little reviews on steam can be worse than publishing on itchio
did ya have fun with that @fierce tulip ? XD
Needs more Daft Punk
i tend to do it quite a bit, sometimes I dont even realize it
:p
you should have been around in the 80's and 90's when the demo scene was at its peak @fierce tulip
very dramatic magic spell VFX ๐
crypt of the necrodancer hehe
๐ค isn't it also possible to set it up in such a way that a game purchased on Itch can give you a valid key for steam?
aha ๐
@fierce tulip crypt of the necrodancer OST is great
@frosty copper possible but you will be publishing on steam then
yea i saw a few of the playtroughs
@vale osprey yeah, still have the notion that releasing on both wouldn't be a bad idea.
you need to be careful with it, I don't know how it's now but previously, you could get locked into steam for at least a year
Crypt of the Necrodancer does have a pretty good soundtrack
oh. Fun. x_x
one of the devs who was here posted on forum about 1-2 years ago how they couldn't sign a deal with publisher because they did Greenlight
maybe it changed since
ouch. might be different now since it's not Greenlight
would like to think it's changed. ๐ค
well, it benefits Valve to keep it and I don't know why they would drop it
that kind of archaic bullshit needs to just...
๐ค they're still the biggest games distribution service for Desktop computer games.
if they would have a separate program without 30% cut it would be nice
like you just use their infrastructure and pay for it but publish on your own channels
Sounds like it'd be nice, but can't help but feel like from this convo Valve are turning into the lazy corporate greedy kinda company
basically, if someone will setup an infrastructure service, it could kill Steam, as professional devs could simply boycott it.
like practically speaking, if many people would already use something else for "updating" their gamelibrary, then why do you even need steam?
it's quite anti-consumer at this point too
you'd just have to combat the convenience for end users then
like look at this:
http://store.steampowered.com/app/251950/WWII_Online/
World War II Online is a Massively Multiplayer FPS, simulation game set in the Western Front of WWII. The game offers a strategic and persistent winnable Campaign that is completely player-driven, both in the strategic planning and players fighti...
$7.99
1556
73
and then check actual reviews
how this is allowed on steam is beyond my understanding
why does it say Positive and only 27 reviews ๐ฎ
cause devs manipulated it
they have excuse like they show only paying customers or something like that
it was f2p for few weeks
There's 1,556 reviews in total
exactly
but you don't see it on front page
the other thing steam allows to do is keep re-publishing your game
huh.
to flush mostly negative reviews
didn't know you could do subscription games on steam
you can
there are a few different models you can do
including things like game cafe license options
huh. interadasting. o_o
Oh hey @fierce tulip and @wild kestrel weird where old LBP people pop up ๐
maybe they will appear in that Dreams game?
also heya, long time no talk! r1 + XXXXXXXXXXXX
im still jelly its ps4 exclusive
I've been seeing you post stuff on here for ages!
that thing would be god tier in PC + vr (it works on psvr)
@frank escarp there where some rumors that you can export the meshes you create in it.
Been watching your particle stuff grow! Its getting so good im getting jealous ๐ฆ
thanks, long way to go still though hehe
anyone ever had an error about a blueprint failing to load in editor on startup, but it actually loads?
I super liked the new one you posted the other week, the low poly stuff
yeah looks like it! is it available anywhere im looking for some particles like that :p
what you been up to?
o'really message log?
once its done i'll be putting it up to the marketplace
uh recently ive been getting into making a game, I made a vr game which was at Day of the Devs
sweet
tried Unity for a while ๐ฎ but I'm bad at coding so I've jumped to UE
its funny, sumo & tarsier are also using ue4 more and more, so we slowely see more and more lbp peeps appear
hyperdude as well
think ive seen jump button do something with it
grumposUK
@glossy relic
I mean
nuclearfish has been using unreal/udk a loooot as well
Hello, I don't understand why my weapon spawned in game is bigger than the preview that I get when I set up the socket.
https://twitter.com/73_Studio_73/status/965722875381592064 I've been doing cool stuff
Raildex told me to set the socket properties to absolute but I can't find that property anywhere
glitchfish is here somewhere as well
Jumpbutton been working on their game for ages
last time I saw something from him/them/whatever he tried a kickstarter which failed hard. mainly because he used generic tiling stuff from some generic unity pack and not-as-good gameplay
and @wild kestrel got mastablasta to make music for him during last ue4 gamejam hehe
the issue is that PSVR is trash
and PSMoves are crappy
the technollogy of it, on the higher resolution and much more accurate and 360 tracking of PC, would be awesome
im trying to look for arty people to help me with my game but its hard ๐ฆ
becouse it would leave oculus Medium, and Tilt Brush into the absolute dust
@halcyon shore good luck mate i have successful projects released on ps4 and cant find artists
yea, people have mouths to feed.
ahaha
imho sometimes its better to get people to contribute small things instead of trying to keep em project-long
I can make low poly stuff but I want good low poly stuff ๐
yeh I got lots of people I met when I was doing team fortress 2 stuff
im glad i can use asset packs
currently developing procedural dungeon systems, based on grid aligned sections that get arranged well
oh yeh I have a map official in tf2 ๐ http://www.teamfortress.com/invasion/ (Watergate)
nice! always good to get work on such platforms
yeh working with Valve was very interesting
I bet hehe
Hi, does anyone have experience with AR (augmented reality) for Android and iOS?
What plugin or sdk did you use for this?
https://www.youtube.com/watch?v=PipflS1Q4Ec got released today on xbox1/ps4
Check out this retro platformer from Slipgate Studios. Looks crazy. About the game: Rad Rodgers channels 90's-era platforming inspired by classics like Comma...
@uneven maple 4.19 has a template for it.
proud
@fierce tulip congrats
ill buy it on pay day :p
your gameplay clips look somehow choppy
in the trailer
some of them look like the frames arent quite right
@kindred viper For android too?
It says at the end?
I cant recall. I just say "ARKit Template". I presume its for mobile as half the bloody engine is these days :p
@frank escarp ? yes.
@frank escarp yuz
only World 1 tho ๐
we added some additional maps since
@kindred viper Thanks
and currently doing an additional optimization pass amongst other things.
I improved/redid most vfx
how is it running pn consoles?
alpha heavy effects like particles tend to work horribly
30 fps?
(after a huge optimization pass)
that I am not certain and cant ask, team is celebrating atm XD
and I am here doing other work <_< hehe
it aint easy to release on consoles
how did it go on the review part?
do you know how many times you failed sony QA?
overall positive, around 6.5 - 8.0 scores
yea, now its slipgate & 3drealms, with license now owned by thq nordic
Iunno, quite a few times for sure @frank escarp
i failed 2 times and passed the 3rd
doing all the testing myself is super problematic
did they outlay where you failed or just left you to figure it out?
they give somewhat decent reports
beats Oculus then.
yup, they give you a exact report
and in the "VRConsultation" part
(only for vr games)
they actually give you videos of EVERY bug they find
thats awesome
to show you exactly how its broken
Oculus just rejects w/o any info?
for example they complained about zfighting in some zones of DWVR
they did for a game I worked on yeah
and they had a video of the exact corner that was zfighting
oculus essentially has "passed/notpassed" on each item
Playstation gives you the exact bug they found, and direct repllication steps
So... here's what I mean: IN GAME vs IN SKELETON EDITING... I don't get why the gun becomes bigger. Any ideas that I can try?
socket transform
what do you mean
anyways @halcyon shore nice to have you around :)dont become a stranger!
your socket/bone is not 1 size
I do not apply transformation
I just create the socket, add a preview, only MOVE it (no scale)
@fierce tulip Ye I'm sure ill be around more ๐ Gonna have more to show of my stuff soon ๐
Hello everyone, are here any french people online?
Yes, why ? @willow wave
Hello,
I have a trouble.
When I apply a material in a huge mesh, it scale up with the mesh. There is a way to scale down the material? I tried with landscape coords but it's really innacurate
@vapid spoke i'm romanian, working on a project which needs to be in french. can you help me translate some things from english into french?
ok
oh, preview 4 just got released
Preview 4 ?
4.19 prev4
sweet
I'm just waiting for the substance plugin to make the upgrade
Yeah
preview 4 was a while ago, we used it for the game jam xD
i just want to ask how legit is it to use a 3d model from a game and import it to urs ?
around incredibly illegal and incredibly illegal
have you heard of copyright
i just ask*
if it's free to use it's free to use
cuse copyrights stuff
@plush yew think thats done in the material with scaling of the uvs
how a developer should find out it his model ?
if i modifie it its not more the same
lel
its usually very easy to know
^
and seriously, thats jail tier illegal
but how is it if i modiefie it
unless you live in china
a company did it
can i use it then ?
got bankrupt from the lawsuit
im such noob ^^
but i want learn a bit
so im not allowed to use the car ? if its from a game ?
learn by doing, not by ripping
you can't use ANY model you do not have explicit permission to use
i understand
aww
doing them by my self would break evrything
im not a company
lol
Most of us aren't companies either
welcome to the machine
or i buy those models
legit and i need to have evrything documentet
lul
<<< goes in a corner and cry
im in the same boat dude. I cant afford to buy models, so I just use placeholders and get someone else to do them. My current project I ripped CS_Office from counterstrike to use as a test level ๐
sounds nice ^^
@plush yew Real talk : most of us here work alone or in small teams. We don't have large art teams to do stuff.
naah it looks terrible
You can do one of two things : buy more assets, and reduce your scope
i want make something simple
i only needed the layout so i dont mind
"Something simple" is something you can do all by yourself
ehhh
If you can't, surely it's not that simple
cube.fbx
People who learn gamedev often say stuff like, "I just want to do PUBG with racecars"
"simple"
"Just like WOW but with dragons"
That's hardly simple stuff
lul
a simple cs:go but with good graphics
empty the greyzone is called greyboxing. Just use stuff as placeholders, then switch it out as you can afford it
if its functional at least there is something to see, then you can try get funding based on actually having something to show
the grayness of life
epic has a lot of free models u can use, some of those look a lil like a train i guess
mapping a bit round would make fun
Start with very small games
the first game i published was Deathwave
Nothing in your first game is going to be any good
3 levels made out of some free asset packs
and some enemy skeletons and stuff from mixamo
making a map isnt that hard i guess
the code literally cant be simpler, some basic shooting mechanics and basic as fuck ai
hahahaha, level creation is super hard
I saw your DWVR on PS Store the other day vblanco. it was 3rd in the display of VR games
@kindred viper country?
uk
@kindred viper i sell beetween 3 and 4 times more in the USA
yet somehow im frontpaged in euro, while im not in usa
gonna do the report about sales to epic, btw. Have to pay my 5%
wich is actually more than just 5%...
@plush yew If you can't make a whole game, make the parts you can, then maybe get others looking for portfolio peices to donate time for the other stuff. There are plenty of people who will do a week's work to get something out there
so its ~7.5%-10%? @frank escarp
yup
aye
@kindred viper ty for tryn help me
i would need someone who teach me a bit
page 2 in the psvr hub in the playstation store (spain, pc)
mhh
beetween skyrim vr and rec room lol
@plush yew Rahahhahhha
pshht ^^
Pssh, not even close to being pro
xD
we all start at the beginning
it helps that its also fun. I treat it like playing an MMO. Everytime I play I level up
Mostly you will be learning on the job
The issue with "just watching" though
Is that everyone does things differently
And chances are, if you start to work on something, your brain will think of doing an implementation a different way than what you may have seen in the past
Also the issue with watching tutorials, but those are worse.
Good trap
Zombie Watching
im optimising something I wrote over a year ago, and I really want to remake it from scratch and use new stuff I learned since. Which is a good sign

Cheater
guys, something is buggin on my UE
do you know what type of USB is it and what is the 10 number?
is this probably causing me problems? i had there connected my keyboard
could it make crazy a normal 2.0 keyboard?
"Works with both existing 5Gbps USB 3.0 hubs and devices, as well as USB 2.0 products" from the USB.org website
for some reason usb 3.0 doesnt me allow to use Xbox Controller for testing games, y have to connect it to normal 2.0
maeby i should dont use this usb port?
might be some faulty usb3.0 controller drivers then
check if you need to install a driver for these
i will try, thanks LFL
all good ๐
UE 4.19 P5. Engine still crashes when trying to type something into the console โค
yes
how the fuck can you dev without a console ๐
I'm using 4.19 everyday and have no issue with the console, either in editor or in pie
I got my PS4 code for that a few days ago. Itโs definitely a lot more enjoyable kicking back in the bed using a controller.
Runs great on the pro as well, no issues so far and looks great.
glad to hear ๐
is there anyreason why ue4 just randomly freezes?
yes
why ๐ฎ
ยฏ_(ใ)_/ยฏ
Anyone know a way of turning off all the Comment Bubbles when zoomed? I can't see an option for it in preferences and I have soooo many comments that it would take the piss to do it manually.
there was an option for it afaik, but not sure where.
there are individual options but I cant find a global one
nope. now I have to go through every one and turn them off. Seems a bit counter productive
ugh only a few hundred comments to do. can I really be arsed?
might see if I can be lazy and trawl the bp for them in text ๐
hey
And, to make it even better, I don't think it sticks.
I've had comments not stay removed
hmm forgot blueprints are binary. scuppered again
^ dutch for dick
What, LUL ?
ye
idc doesn't matter to me LUL
quite an offensive one as well hehe
basically the dutch version of ahole
so its always odd to see it written/spoken bij non-dutchies
Guys,
Any good way to make a big ocean without copying and pasting a small plane? (With the sea material)
make a big plane
yes, but the texture become too big
scale it
Also more of a joke but would technically be better than lots of little planes.
https://answers.unrealengine.com/questions/761309/comment-bubbles-need-a-global-setting.html help a poor guy out with a vote thanks ๐
You can also detach the scaling from its actual size and then only use planes the size of which are suited to what you can see.
Could also take a medium sized plane and move it around with the player and have a larger plane with a material that fades in around the player so they're never both visible
By texture or landscape coordinate?
https://forums.unrealengine.com/community/got-skills-looking-for-talent/job-offerings/1432267-create-an-anime-game
mmorpg anime game, you should all join and help
hi guys
and girls ๐
does anyone know what dark magic I have to conjure to change the email on my epic account?
need to sacrifice 12 goats or send @wicked tiger a cute kitten gif.
whichever you prefer.
poor goats
Would it not be possible to just sacrifice 12 goats to Amanda?
Anyone knows why my framerate is always divided by 4/5 when moving the cursor in simulation?
drop from 40 to 9, very consistently, gets back up to 40 as soon as I stop moving my mouse
It's something I've dealt with for a long time, I always just worked around it but when trying to simulate physics it's a bother to always keep my mouse static lest I break the whole thing
@fierce tulip lol thank you.
Someone who is waiting a Spore 2?
Question about displacement mapping. is displacement maping used very much in game design to add detail to say a creatures face ? Or is it better to stick with Normal mapping ?
prolly better to get that info from google and make up ur own mind about that ๐
they both add detail, now u know whats the diffrence, can look at the free epic stuff how they did it
Anyone in the LA area looking for work?
Looking for someone fluent in Unreal, a technical artist with blueprint experience, C++ a definite plus. If you're a solid programmer we can ease off the technical artistry. Position is for a realtime visualization project for a world famous band. Pretty fun stuff.
Message me privately if interested. Literally just starting to look for someone and thought I'd pop in here first. Thanks!
anyone know why my friend is getting: GenerateProjectFiles ERROR: We couldn't find a valid installation of Visual Studio. This program requires either Visual Studio 2013 or Visual Studio 2012. Please check that you have Visual Studio installed, then verify that the HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\VisualStudio\12.0\InstallDir (or HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\VisualStudio\12.0\InstallDir on 32-bit machines) registry value is set. Visual Studio configures this value when it is installed, and this program expects it to be set to the '\Common7\IDE' sub-folder under a valid Visual Studio installation directory.
he doesn't even have 2013/2012 installed and he's installed the C++ toolset for VS2017
if it's asking for 2012/13 that seems like a very old version of the code
apparently he has it on separate drives which, while i'm not sure why it causes an issue, is i'm guessing why it's an issue. that error seems to only pop up if it can't find an install of VS, which if you run the batch command that the error stems from, it's finding it fine on his machine
I have a question, what are non-streaming mips?
Wild guessing here, Texture it looks like
Do you have a lot of textures set to not stream?
If you are using a lot of textures that are not power of two you won't be able to enable texture streaming on those.
well, textures are set to stream, right now im checking the power of 2 thing just to ensure everything streams
Hey, how should I profile performace for lower spec machines than mine (for VR) ? I have a GTX 1080ti, i7 6700k.
Is there a way to simulate it?
is unreal engine good for making a flight simulator on the whole globe?
No engine is really fit to handle a to-scale or even highly-reduced scale world out of the box.
No commercially available, well-known ones anyways.
Kerbal Space Program was made with Unity, but they had to do a lot of gross hacky workarounds to deal with the scale of things and moving the world relative to the ship instead of vice versa.
Emphasis on out of the box.
It's not really as simple as turning on some feature and going to town on making all the world tiles.
You've gone from "good" to "possible"
huh?
If we're strict, GTA has a bunch of custom features that don't exist in UE4, so it's not "possible".
Can you define "out of the box" please?
@Dementiurge#1853 and what if we talk just about the size of the game, everything there, no loading times for the players, after initial loading?
you load it once and the whole thing is there.
can ue handle such a thing with the size of gta ?
(not that i would do such things)
GTA absolutely has loading times lol
you don't see a lot of them, but there are moments that make you wait for things to load
@worn granite Out of the box as in there's enough functionality right there, without modifying the engine heavily, to achieve whatever is being asked about satisfactorily.
Ideally. Yeah.
i made a map and it was huge, but it sucked
Star Citizen, for example, had to dramatically alter Cryengine to handle 64-bit positions and introduce a more complex transform hierarchy. Those were pretty deep changes to get the scale they wanted.
And they still use a scaled down solar system.
Having Earth, to scale, would still be a pretty major undertaking.
Hey people, i need some help with my landscape. When i make a hole, the character gets stuck right on it.
I set up the holematerial. and the landscapematerial has a visibility mask.
I tried to recreate it but on another project it works fine.
Looking back at another discussion, world_max is around 20km. Not sure if that's total or radial.
aint caves usually done with meshes and not landscape?
dont think so, but im a noob. there are many tutorials that show how to build a cave into the landscape like this one
Hello everyone! In this tutorial video i will be showing you how to create caves in UE4 (Unreal Engine 4). This is probably the best method out there to crea...
i have done all of it but my character wont fall trough a hole ๐ฆ
I dunno, i suck at lvl editing
and modeling, and coding, and some other stuff ๐
hell, im even bad at playing games ๐
lol
hey whats the word for when you pay for 30 days of something but dont get it for 3 of those days so they have to credit you back
"i want a 3 day ____ on my bill"
refund ?
theres another word for it
revenge?
reimbursement
reimbursement could work
I'm suddenly unable to add components/tiles to my landscape? I can delete, but not add
I'd either use reimbursement or just say "I didn't receive service for this period, I'd like a refund/my money back for that period/amount of money that period costs"
nvm apparently it was defaulting to no visibility
i used reimbursement and the girl said ok so im getting 3 days of money back
cox sux dix
i have an actor with scene capture component, do I need to spawn this actor for each of my mesh i want to display or is it somehow possible to use one?
Does UE4 support UDIM UV Tiling?
Nope you need to use multiple materials if you want multiple texture sets
so i was working on my underwater game but as you get deeper it gets pitch black and i got scared
so i dont go down there any more
Has anyone seen a plugin or API or something that allows you to access a shell/terminal on another server? Like a passthrough for a linux shell.
Is there a way to use vertex snapping with spline points? I wan't to move points on my spline to line up with the verts on a mesh.
@crisp fable lol! Underwater games are cool
when do you think ue4 4.19 will be released?
Hi, I'm relatively new to UE4, I'm having editor performance problems. I have a dual xeon 20 core workstation, 96GB of ram, GTX 1080, etc. Runs Houdini/Maya fine. UE4, when it comes to wiring nodes in material editor is super floaty/laggy .. lit makes it really difficult to work in the software, It feels like, something is trying to take over the mouse position and animate connections for me if that makes any sense. Is there anything I can turn on/off or disable in UE4 to improve performance?
Will UE Auto generate a lightmap if I havent layed out a texture UV map ?
No, it can't generate fresh UVs, it can only repack them.
@grim sinew I have a very complex piece of architexture I got from a autocad file. So I got lots of little pieces, which I had to combine. To UV this "room" would take too long. So I am wondering if I have to make a UV map in order to get shadow information ?
You UV it. There is no other way around it. Unreal cannot generate UVs from scratch.
It's not a thing the program is capable of doing, no matter how badly you need it. ๐ฆ
I curently have a very bad UV map with lots of overlapping. I have noticed that if I turn on "Overridden Lightmap Res" shadows will fall on my object correctly. Do you know Why am I seeing sucessfull shadows if my UV is so bad
Unreal is probably repacking them and making an attempt, but really I can't say without looking at it.
Also overriding the lightmap resolution is going to, until the next bake, use fully dynamic lighting.
It may just be that.
I was going to send you a screen grab of my UV channel , but I dont see the point because it is a big tangled block of mesh (Lots of overlapping) Though, the object its self is recieving shadows ?
As I said, it's probably dynamic shadows.
The object is a static object.
That doesn't matter, if you change the lightmap resolution and haven't rebaked it.
Oh so I can only get a true idea of what whill happen once I bake lights? Dont trust the editor ?
In the viewport press ctrl+0 to bring up lightmap density view mode, it'll have one square per lightmap pixel. Or you can just push the button to bake lights.
how do I get out of that "lightmap density view mode"
ctrl+4
Oh man I am screwed, I have a very insane piece of architecture that it sounds like I will need to UV map before I can proceed !
If you want static lights, almost certainly.
Oh so I can get away without having to UV by using dynamic lights ?
Yes, but then RIP performance.
Unreal isn't built for having a ton of dynamic lights.
Especially a ton of shadowed dynamic lights.
I might be able to get away with having just a few dynamic lights and one postprocessing volume . Does that sound like a workable idea ?
I don't know your scene. Try it.
I am building something like a VR experience of a haunted house. some pools of light here and there but mostly ambient light and ambient shadows
If you're doing VR, don't bother with dynamic lights, it's a waste of time. It won't run.
dynamic lights + VR = no
There's no way out of it. UV it.
I wish I could show you what I have to UV. THink of a decorative chinese temple with lots of wooden screens and slats for light to get in.
It doesn't matter what you have to UV, when you said VR you took away every other option. You cannot use any tricks in VR for lighting.
It has to be done, one way or the other.
I did, in maya. but it basiclly layed out every poly into a 0-1 UV space. Looks like tiny specks. it may work
all 3d apps have a way to do an atlas UV unwrapping, (quick and dirty way to lay everthing out in the UVwithout intersecting)
No, it won't work. You can't have an entire scene UVed on 1 lightmap.
You need to break it up into smaller pieces.
This is what maya's auto UV gave me .
holy crap
No way in hell is that ever going to work.
You have days of work ahead of you. You're going to need to break apart, UV, and reconstruct the scene.
There is no possible way, at all, to make something like this work.
Not in VR, not in realtime. You have a lot of work ahead of you.
you or a professional 3d artist
Thanks for your info guys. I need to go and cry now.
anyone know how to use a 16bit png in unreal?
all the options seem to be 8bit and im getting horrific stepping
bugger it im using an old unity trick
Some of the texture formats support HDR
One more preview ??? o.O So release will be at GDC date
nah on GDC there will be (hopefully) new build with some unannoucned features yet (;
I'll happily trade unannounced features for polished existing features...
it does not sell
perhaps, but Lumberyard is beginning to look pretty good to me
ยฏ_(ใ)_/ยฏ
their tools are steadily improving and they have excellent support
all without a 5% royalty
if it continues, I'd probably be looking at Lumberyard for future projects by the time next GDC comes around
Same, Lumberyard's booth, if they have one, is definately going to be on my to-do list this GDC
Is there a byteconverter class for UE4?
byteconverter?
I just wish they would get rid of the photoshop/maya plugins like the cryengine v did
uint8 converter
like:int2uint8*,float2uint8*
And the reverse
uint8* to int
uint8* to float
Need to encode and decode bytes array for network data communication
Anyone knows?
Or should I use C++ standard library?
2017, not 2018 ๐
@quasi lake - I would probably use 3rd party code for something like that, yeah
Is there any commended ones?
I doubt anyone in here knows
Yay!
Emm
what I do know. Do not even get into CryEngine
I hear the docs for lumberyard are a lot better
they just as bad as any other docs for any other engine
Like for C#,microsoft has its BitConverter to do the job
Better compared to the Cryengine, that is.
i cna personally recommend lumberyard
Given, that's not a very high bar.
they'll be getting their own version of Blueprints
it's alredy there, and being actively worked on
it's the only reason i used unreal for now
right now it's crap
because canvas isn't deep enough
but at least
apart from that, i'll take cryengine over urnealengine any day
it's not god damn VM byte code
sorry, not cryengine, lumberyard
that can screw you because asset broken..
Until it can compete with Unreal fully though, it's a hard sell to use Script Canvas. Blueprint handles everything from opening doors to full AI. Do they plan on matching all the features like behavior trees?
I will try lumberyard again when they add VS2017 support..
they have behavior trees
I mean whatever was forken from CryEngine at the time
@devout gulch yea thats a good point, i'm used to having cryengine's full sourcecode
never considered that the public versions don't
that said, i'm still paying attention to canvas, and as soon as i feel like it's good enough, i'll switch back
anyway for Lumberyard what I really miss is some roadmap
I have honestly no idea where this engine is going..
and the engine had like 4-5 different systems for coding game logic
some of them old, others new and buggy
Vblanco, then you're stupid, you can use ANY cryengine resource, it's almost all 1:1
Yeah, a roadmap for Lumberyard would be great. They have a forum post about what they're up to but it needs to be more prominant
Lua, C++, Script Canvas, Componenets..
and there's a TON of documentation on it
i agree there's a bunch of redundant stuff in it
but canvas is supposed to unify a bunch of that as well
like the 'vehicle' system that exists in cryengine is a complete abomination
C# is only the CEV, not LY
it's literally a leftover unfinished 'crysis 1 jeep system'
didnt they just add it in lumberyard recently?
Not yet
lol
Flowgraph is solid though
flowgraph is Deprecated
flowgraph is garbage
I think the biggest barrier to LY right now is the uncertainty of it. Every few months, something is totally ripped out and replaced.
it's only for one level logic
It's still clearly a beta product
yeah, but that's an easy fix, inside
what is really uncertain if amazon just not getbored of it and scrap it
ue4 blueprint is FAR better than that
They're not going to scrap it, they opened multiple game studios specificially for LY
of course there is chance for that
you just as easily close those studios
They paid an insane amount of money setting it up, put multiple games in development, set up studios, got a ton of talent, etc.
one of those already failed completely
For Amazon this money is drop in the water
they probabaly make more in two months on AWS
wew, almost like setting up businesses to push new technology has inherent risks associated with it, @frank escarp
then they paid for this game buisness
who'd have guessed?!
LY is Amazon's answer to indie studios not really using AWS too often. It's a long term project for them, just like the Twitch aquisition was.
indie studios don't use AWS
because it's the most expensive cloud effering
offering*
Exactly, and LY heavily incentivizes it.
To be honest, Epic Games might stop doing real updates on UE4 too
well we always have Unity
And yeah, that's true too. We really have no guarantee -any- company is going to keep making engine upgrades aside from Unity. Nobody but Unity has that much skin in the game where if they shut down engine dev, the company would close.
if Epic stop engine development they will shut down too
Epic could close down public UE4 updates tomorrow (it would be financially idiotic for them to, but they could) and just coast on Fortnite BR
It's not unheard of to have companies abandon a wildly successful product because they found something even more successful. Valve is a great example of that, moving from games, to Steam, to VR - every time lowering efforts on the previous business
that Games do not make any real money for Epic ?
Valve abandoned HL, one of the most praised game franchises ever
Epic makes shitload of money now from Enterprise contracts
And they kind of abandoned Steam
that's why they push engine so heavily in this direction
Right, from enterprise. Something they could handle on a case by case basis, without worrying about maintaining the public engine releases.
unrealengine is a pain in the dick to use for large projects in my experience
They could. They won't, but they could.
but that's just my personal experience
yes, the public releases are just good will to existing customers
it's why i'm happy to use it for my own little projects, but would never accept a job that's based on unrealengine
@plush yew imho UE4 is the best engine for huge projects. C++, access to source code, huge tools for sharing content, etc
imagine the shit hell hole they would put themselves into if they just stopped giving updates
Unreal right now, for many, is the best option out of a list of mediocre options. No engine right now has really nailed being good at -everything-. Like if you want to use dynamic lighting, Unreal is immediately the weakest option between LY, UE4, and Unity.
But they do better than the others in enough features to justify using them.
@cloud cobalt cryengine has a metric fuckton of debug tools, and renderdoc, allowing you to dump literally your entire editor memory into a dedicated debug tool, comes with full sourcecode too, and documentation too.
Unreal's strength is it's suite of tools and community - but if those tools are superseded, then it becomes harder to justify using it
Nobody has any loyalty to any one engine, and that's the way it should be. We use whatever tool does the job best for what we need to get done.
i'm not trying to be some evangelist here, i'm just saying, the points you offer also exist elsewhere
have you ever used it professionally?
as for documentation, Lumberyard isn't that bad, particularly given that UE4's documentation is often as many as 10 engine releases out of date
CryEngine lacks, animation tools (good ones)
good visual scripting
good particle editor
I've evaluated it against UE4 and the lack of any anim tool, scripting tool, particle or material tool was just not possible
@wary wave Right, and that's why the new unity 2018 rendering stuff should terrify Epic. Making the rendering pipeline totally open is going to let the community do a lot of cool stuff with it in the coming year
good cinamematic editor (or just good timeline)
CryEngine offers anothing beyond good rendering and tools for rendering
(at this point, I wouldn't talk about CryEngine, Lumberyard is quickly becoming quite distinct)
@grim sinew unity 2018 is going all in on dethroning unreal
it'll never happen
they want to become the "framework" of choice for all medium and small studios
unless they rebrand
And it's looking like they can. The stuff they're showing off is incredible
the ECS stuff for faaaaast game code, and the render pipelines are huge features
well will see what will happen both Epic and Unity hired some good engine architects 9;
ridiculously huge features
and easy to use Job system on game code
both of them are enough to push teams that would use unreal into unity
(along with ECS)
im with unreal becouse i want easy multiplatform VR and multiplayer
but ive been really close to switching
due to those 2 features
in Unity you can calculate object transforms on Jobs
so it's easy to simulathe thousands of moving objects
and traces
That new scriptable render pipeline looks great. After the nightmares I've gone through working with Unreal's shaders in engine source, I want to try it so badly.
and a compiler that tries to find if you are doing weird shit
and does vectorization (but i dont know how woulld that work)
Ultimately, Unity's strength is that it's their primary business. You can tell Epic sees UE4 as an internal tool they also release to people.
thats an strenght on both sides
UE4 is an AAA ready tool
by default
becouse its used to build Epics AAA tier games
Unity team doesnt use unity
to do games
thats why default unity is absollute garbage
Having games in development can be healthy as it can steer engine development towards meeting practical requirements
Yeah but Epic doesn't act like it is, not anymore. Like that forum thread that's 2 years old begging Epic to fix dynamic shadow artifacting that's FINALLY getting a fix because someone in the community did it.
I suspect not having games in development is one of the reasons why Unity's tool chain has all the features, but isn't really that practical for larger projects
It seems like UE4's public releases are a side effect, not a goal.
The almost exclusive focus of VR for two years in UE4 has hurt my confidence in the engine tbh. I could not care less about VR, and many, many existing features need work, and don't
Epic creates the engine for THEIR needs, and we get it from sharing
^
You can tell what Epic is developing based on UE4 releases
It's great that they do games internally
It's not so great that they shift engine priorities based on that
If it wasn't for the roadmap, I would at this point say they don't know what they want to do with Unreal anymore.
shifting engine priorities is probably down to how small the team is
Every six months they shift direction so dramatically
Unity has something like four times as many people
I'd love for Epic to hire many, many people for documentation
than roadmap
The UE doc is hilariously bad
nah I'd rather they hire more engineers to actually work on engine
Yeah, like how they made a new roadmap solely to destroy all the voting the community did
And they did hire some new guys, I remember some tweets about them getting a rendering engineer that was working on frostbite. But it is just single people here and there.
but there is no internal push to do anything beucase "it works and we don't need it"
they also got researcher from Avalanche
and other guy from DICE
and other rendering guy I know personally
right now the biggest issue unreal has is mulltithreaded game code (a bitch in consoles), and open world type features like terrain and lighting
the worst thing
is that it's not like people at Epic don't want to make those changes
they do
they just can't because they are limited by the Epic projects..
i wonder where all the high end rendering features will go now that Paragon is scrapped
It's easy to say "It looks good because it's megascans" but beyond the textures, the shader itself looks higher quality than what Unreal even has too. https://unity3d.com/profiles/unity3d/themes/unity/images/pages/botd/botd_04.jpg
@frank escarp I just hope that instead of adding high level rendering features
they finally start refactoring renerer
There's no doubt of course that this blows the kite demo out of the water in terms of fidelity
it looks good, but I'm always wary of small scenes like this because the assets are more important than the engine
to render graph (like frostbite or SRP in unity)
it's one thing to render a single scene in high fidelity, it's another to handle a scene with game-like requirements
it's like Koola's stuff in UE4
True, but I'm looking at things like how it handles subsurface, the specular on the objects, and the shadows that actually look like they're getting proper penumbra filtering. They're doing some good stuff with this.
it looks amazing, but it's not a good yard stick for what the engine can do
Koola's stuff is real-time at least
demos like that tend to work around limitations of the engine in ways that games can't
And what's important is scenes like this break the stereotypes of what Unity looks like and what Unity can do.
there is also one thing
yes, default unity looks like crap
have you compared ADAM making of videos, against Hellblade?
because there is nothing really included
ADAM was extremelly hard to make
Nope, because I didn't care enough about Adam
while Hellblade did all the mocap in realtime, with facial stuff
no post process, no high end shaders, literally nothing
Adam was mocapped separated from the engine
they just imported everything from maya/max through alembic and similar
and for facial animations, they did them in a separate rigs
https://youtu.be/ZqNHJ-ekMR4?t=92 that's not exactly a new feature though
A tech demo movie showing features from Cry Engine 3, the Crytek developed game engine powering the upcoming game Crysis 2. PRE-ORDER "CryEngine 3" NOW: N/A ...
This is from 2011
Live views of mocap in-engine stop being impressive when you look at what was being done 7 years ago
well yes becefore Crytek starting to investing into everything
they were on technology forefront (;
and btw, real time lighting still looks better here than in Unreal ;d
They still are in some cases. Without using any sort of temporal crap they have shadow penumbras on every light.
From 2011, that tech has not reached Unreal.
and good working global illumination
Yeah. It was what, 1.2ms on a GTX 280?
it's seems if you want to have something
you can do it
we talking about Voxels or LPV ?
LPV
I'm talking about Voxels from CEV
Yeah that's much later than 2011 ๐
it's not like it would be viable in 2011
I almost forgot, they even had a live link maya plugin to view animations in-engine as you make them.
Something we're finally getting in 4.19 I think?
yes
the maya live link thing was actually a feature for their "movie license"
wich was licensed separately
Soak in all the beautiful scenery and graphics in Crysis 3 that the CryEngine3 powers. Follow Crysis 3 at GameSpot.com! http://www.gamespot.com/crysis-3/ Off...
and i wonder if they ever did even one
top secret tesselated toad tech
probabaly not, world wasn't really ready for real time move ceation
kingdom come deliveerance is cryengine
(has Voxel GI on consoles)
and its clear they had plenty of issues, lots of engine type bugs
glitchy animations, LODs, or physics
The first 8 minutes of The Lord Inquisitor, a full CGI short movie set in the universe of Warhammer 40k. Created and Directed by Erasmus Brosdau. This projec...
This was done in the cinebox
Only thing I know of that was
The actual cinebox itself was leaked a year or two ago too, but by that point it was ancient so nobody cared
It didn't have anything special about it, it was just mostly a different UI and slightly tweaked tools, but all the core cryengine systems were the same.
Think that was why it never got a release, it didn't have a space in the market that the engine wasn't already filling
crytek allways had god tier tech, and bottom tier management
they had absolutely no clue
wrong decision into wrong decision into wrong decision
Yeah, they really did.
has crytek ever been "right" in a decision since 2007?
I -want- to use the CEV as an engine, but I don't ever want to deal with them as a company again.
releasing CryEngine V on github was right decision
Also damn, these skin shaders. I am still jealous.
Wasn't it released in 5.4?
@frank escarp Yes, but not their management. They pioneered a lot of tech that the entire industry relies on now.
so who knows if there will be even next release ;s
Their git is busy enough
maybe but person who invited their new particle system doesn't work at Crytek anymore
And the person that made SVOGI on the UE4 doesn't work there anymore. It happens. ๐ฆ
(that's probabaly because Epic scrapped the idea, I would left too in that case) ":D
but there is difference when people left propespering company vs the one that is on bring of collapse
What? Epic scrapping a type of realtime GI? Blasphemy.
I don't understand why people foam on about realtime GI
there is no feasiable realtime GI system yet
not with current hardware
There are plenty of options, but no universal option.
it's most >general, solution
but no general solution fits every case
VXGI would be good
does nobody use Lumberyard yet?
not feasible with current hardware
but revoxelises every frame which tanks performance
it feasiable with current hardware
SVOTI takes less than 2ms
idk what are you trying to prove
doesn't it depend on scene complexity
no
so what's the voxelization radius?
it simply voxelize scene once
everything in view?
It doesn't matter if it's feasible. The end user doesn't need to even have it, it's a developer tool to let you visualize a light bake before it happens. ALSO, to make it lighter on the end user, you can precompute the voxels like I think the Cryengine can now do
and then caches it
it does not revoxllize scene every frame
I disagree end user doesn't need it
there is night and day difference you can make if you have proper dynamic lighting
with GI
Right, but I mean on a general scale. EVERY game could benefit from realtime GI, no matter how expensive, because it cuts lighting artist iteration time down from 8 hours to 8 miliseconds.
true
