#ue4-general

1 messages ยท Page 204 of 1

weak sigil
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Moving linked assets in UE4 is a nightmare .. I am aware of redirectors, but even with fixing them, stuff breaks all the time.

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Now an animation blueprint plain refuses to be moved without any error message

devout gulch
weak sigil
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Tried restarting, checked the target folder to be clean in explorer .. nothing. Any trick to it?

devout gulch
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read that

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someone here managed to move loads of content

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but it still teadious as fuck

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idk why assets are referenced by path instead of some GUID

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but guess it would require to maitain some backend database

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and wouldn't be as fast

wary wave
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not sure said database would play nice with version control?

devout gulch
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probabaly not, you would need centralized server to manage all assets

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and in the end during cooking you would still need to convert everything to use direct paths

wary wave
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yup

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IIRC, this is what Alienbrain was supposed to do

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but nobody ever adopted it

weak sigil
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It should just generate messages telling you why it wans't able to move.. That can't be that hard to implement ..

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Ideally it would not need to do that though...

wary wave
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I've never not been able to move an asset

devout gulch
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moving assets is the easy part

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remembering that there is redirecr left is different story

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and that it can collide with asset you are trying to move

weak sigil
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And praying it all still works after you restart .. had it all moved and working - Then restart engine and get missing materials errors

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Ah cool .. that link probably explains how to avoid that

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ty @devout gulch

devout gulch
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no problem

next badger
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anyone here with 4.15?

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or below

tall pendant
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Too bad that Alienbrain is still quite expensive

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for small indies at least.

devout gulch
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idk how it is different from

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normal VS

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VC rather ;d

dawn linden
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@weak sigil Worth checking that the asset itself isn't already corrupt. I had the exact same thing happen yesterday with silent failures, but it turned out it was because the asset wasn't actually loadable (was old and based on c++ class that had changed a lot).

weak sigil
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That shouldn't be it. It is actually the default anim blueprint with some changes I'm trying to make conform to my folder standards. I can open it fine

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No non-blueprint code yet

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Ok i figured out a workaround -- copied the anim bp and then deleted the old one, replacing references in the error msg popup

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May have had to do with having used Perforce before, but not anymore

harsh thistle
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@here I need real help for the uvs of a door model i created...i am not good at uvs but if someone is free enough to solve my little problem...for this noob.....PM me..i would be glad if someone helps me out...

surreal viper
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I try to spawn stuff based on timers from different spawners, and they got desychnronized from each other after a time

my theory is that it happens because each time a timer is off and I start the new timer I loose the time which remained from that given frame update, can that be right?

can I start a new timer after an old one just fired? or will it be always fired at the begining or end of a frame?

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is it possible to make ms correct timing via timers starting one after the other is fired, or do I have to implement my own timing logic for it?

frank escarp
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@surreal viper i just did that "manually" for a weapon system

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counting deltatime from tick

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was able to fire 200 bullets per second on a single weapon at 90 fps

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(so more than 2 bullets per tick, at the correct locations)

cinder iron
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If you need constant timers synchronised you can always Set the priaryactortick to whatever your spawnrate is and run both spawning functions on tick runing on a low-freq

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If you dont actually have anything else on tick ofc

surreal viper
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I don't want to use tick

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I only spawn once in a few sec

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anyway I checked on time manager, I guess i'll have to implement my own

cursive dirge
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@surreal viper you realize that unreals timers run ON tick

cloud cobalt
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Everything does, really

surreal viper
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yes

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but I want to use one tick for this timing thing

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and not the tick of every single actor

cinder iron
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A tick updating every second is... Cheap

surreal viper
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who spawns

cinder iron
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If your actor doesnt rely on anything mechanic wise using tick

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You can take profit of that

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If your timers you say are executed continuously on your game

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Actually would be better in that case because you dont need a timer handle and anything that goes with declaring a timer

surreal viper
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those actors don't but I am not sure if that will be always the case, I'll consider it, thx for the advice

cinder iron
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Np :)

frank escarp
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@surreal viper create a custom timer manager

weak sigil
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"A tick updating every second is" -- Is this about using ticks with deltas, or how would that look?

frank escarp
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just for your type of class

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that way only 1 actor ticks, not multiple

cinder iron
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^

surreal viper
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I think a generic timer manager which also handles in frame time will be my way to go

cinder iron
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@weak sigil no, setting the primaryactortick to whatever rate u need

harsh thistle
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Guys can someone recommend uv mapping tutorials ..... from which i can learn in depth uv mapping???

weak sigil
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ah cool, I was wondering why some ticks are slower ๐Ÿ˜ƒ

kindred dawn
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yea some uv mapping would be great like, how to make a box with hollow inside but have the uv/collision not be a box

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or a wall with a doorway that you can go through

empty plank
keen birch
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That's not in any way related to UVs though... @kindred dawn

kindred dawn
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im pre sure collisions go hand in hand with uv maps

cloud cobalt
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Wow

keen birch
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I'm pretty sure collisions are a hundred percent unrelated to UV maps

cloud cobalt
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Well I hoped they would do it, I'm really happy that they did that @empty plank

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I actually didn't hope for as much

keen birch
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Didn't expect it

kindred dawn
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well thanks for the informative answer then MATE.

keen birch
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Unsure if sarcasm

kindred dawn
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it is.

keen birch
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Ah

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Well

kindred dawn
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you clearly understood my question and decided to just be an ass ๐Ÿ˜ƒ

keen birch
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Well damn

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First off, understanding a question doesn't mean you have an answer

cloud cobalt
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@kindred dawn Collisions really are unrelated to UVs :/

keen birch
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I'm not an artist, I don't know how to UV properly, any time I make anything in a 3D package it sucks

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I know the workflow and how it all works, I just suck at it

kindred dawn
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@cloud cobalt evidently lol

keen birch
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Second off, I'm still not sure what you'd want, and whether you want UV mapping guides or custom collision guides

cloud cobalt
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@kindred dawn If you want to have a box holed so that you can go through it, you might be able to fake that with a material approach, but UVs are still a distant concern here

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So you might want to rephrase your question, and refrain from sarcastic comments

kindred dawn
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lmao

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im fine thanks, sarcasm where its due

keen birch
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Your question is phrased in a way I honestly don't get what you want, so it's hard to help even if I can

kindred dawn
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and it would seem custom collisions is more what im looking for

keen birch
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I suppose the opinions on where it's due vary

cloud cobalt
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@kindred dawn Sarcasm is generally uncalled for over here. Ask clear questions, get clear answers from people who've been doing this a lot ๐Ÿ˜ƒ

kindred dawn
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generally im sure

keen birch
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If the question was clear I'd have been able to give a clear answer, as I've been doing this a lot

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๐Ÿ˜›

cloud cobalt
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Anyway, that Paragon dump is great.

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Can't wait to get my hands onto that later

keen birch
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Yup, it really is

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Curious about the animations and stuff

cloud cobalt
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I expected the environments but not the characters

kindred dawn
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opinions on wether is clear vary

keen birch
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Not gonna touch it for a while yet

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But it's awesome

cloud cobalt
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I hope the animated hero assets from levels are here too

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Those were dope

cold lantern
cloud cobalt
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Yep, just linked ๐Ÿ˜›

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Everyone's going to be partying

pallid compass
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wtf JESUS

cold lantern
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all characters, two maps and male sfx announcer

pallid compass
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wtf i did not

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see that

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coming

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LOL

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time to go fucking ham on there tiling material library

cold lantern
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suprised as well, thought they wouldn't release it this soon

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assets fliped games inc

pallid compass
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gonna be able to learn

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SO MUCH FROM IT

cloud cobalt
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Asset flipping is happening no matter what, at least Epic will make money too

cold lantern
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true

pallid compass
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talk about punching unity up the butthole

empty plank
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I learn a lot from existing assets. The learning curve flattens exponentially.

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That's why earlier this week I was suggesting Epic release source code in chunks or completely.

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Heck I'd pay a premium for access.

cold lantern
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source of what ?

empty plank
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Parsgon

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Paragon**

pallid compass
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most of its built on the GAS system

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they need to doc and release more examples of it

cold lantern
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^ this

empty plank
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GAS system? Please enlighten me.

pallid compass
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Gameplay Ability system plugin

cold lantern
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game ability system

pallid compass
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the forbidden fruit

cold lantern
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this shit noone understands

opal spindle
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To the point where you're better off making your own

cloud cobalt
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Can't release chunks of source code, really... No game has a structure modular enough.

pallid compass
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tldr gas system = most powerful framework ever, but using it is like trying to tie your shoes in the dark with ur arms tied behind ur back and ur legs cutt off

opal spindle
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Just make it a community project like UT4 really

cloud cobalt
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UT4 is dead though

opal spindle
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Well Paragon is too

cloud cobalt
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And Paragon doesn't exactly have a large community

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At least UT did

pallid compass
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yeah paragon is on the down

opal spindle
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What caused UT4's death btw

cold lantern
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you might be able to use chunks of the code in there, although it wouldn't be useable in the long run

cloud cobalt
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@opal spindle UT4 specifically wasn't alive ever

opal spindle
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What do you mean

pallid compass
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the era' of games like ue4 and quake are dead

cold lantern
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releasing the code would need to come with tons of docs for stuff that will never be documented so

cloud cobalt
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@opal spindle Epic's staff had a skeleton crew doing stuff on it from time to time, but it wasn't really community-developed by a stable team of dedicated people

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People started doing maps, the gameplay works, but there isn't any vision to do something unique and high-quality

opal spindle
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Hhmm

cloud cobalt
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Not to mention custom engine version, which was a big turndown to developers I think

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People asked for UT4, Epic said okay look we have this engine, just do it

opal spindle
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I honestly haven't really seen anything which requires a custom engine version

cloud cobalt
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Well there's the engine with the game code in the repo, no idea what required that

pallid compass
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so i added one of the char's to my project thats 4.18

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the files are 4.19 min

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however i cant see anything in the folders

opal spindle
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There's no backwards compat

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If an asset is saved in 4.19

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You can only open it in 4.19 or later

pallid compass
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well fml

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time to dl another engine

opal spindle
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I suggest you upgrade to 4.19 regardless though

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There's alot of bug fixes

pallid compass
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running fine atm

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i never jump right up to latest

opal spindle
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Just wait for the first hotfix

pallid compass
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nah

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i always stay

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way behind

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its stupid as fuck idea to jump right up

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u can fuck ur whole work group doing it

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if something breaks off the bat

opal spindle
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Not if you make use of source control

pallid compass
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im talking about that

opal spindle
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I have 4.19 in a separate branch

pallid compass
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go up >

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have to go back down

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resync everyone up to you

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etc

leaden garnet
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So uh, I have a question about the latest Paragon assets released for UE4 devs. Is it okay if I ask it here?....

opal spindle
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Go ahead

pallid compass
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rule of the thumb for me, is never go right up, even more so when u use dangerous systems like the GAS etc

leaden garnet
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It's so cool they released Paragon's assets to UE4. I wonder if it's okay to optimize the assets for mobile games? Like use maya and retopologize the mesh for a UE4 mobile project.

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Or does it violate the license in any way?

pallid compass
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yeah u can as far as im aware

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we where talking about this the other day actually

opal spindle
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Yes, but Ue4 has built in tools for that IIRC

leaden garnet
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I don't want to get into trouble for putting the stuff into maya or anything

pallid compass
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but for the infinity blade assets

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just email epic ez

leaden garnet
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so kinda just making sure because newbie dev here

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ok got it thanks a lot

pallid compass
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but if ur a newbie

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there is no way in hell ur gonna get paragon assets to mobile

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There optimised to fuck as it is, they use alot of neat tricks and such

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its how they pull para at 60fps on ps4

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not unless u knock them down to nothing, then at that point ur better off making ur own i guess

opal spindle
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Mobile renderer can do wonders tbh

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You just gotta make some sacrafises regarding shaders mostly

pallid compass
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yeah it can, but if u know how the char's are made there not going on mobile

leaden garnet
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By making them by my own are you by any means suggesting that I create the same models from scratch myself?

pallid compass
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it prob be easier

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for 1 there is no way u are getting the hair shaders to run on mobile

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so all the hair would need redoing as it is

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eyes are another thing, but not a huge issue

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also all the char's run off tiling texture library's and layers

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its not just prebaked textures

leaden garnet
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gotcha

pallid compass
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there also split up in to like 5 draw calls per char i think?

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bottom, top, skin, hair, eyes

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etc

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u can see where im going with this right haha

frosty bloom
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Wow, I really was totally wrong regarding the Paragon Assets

pallid compass
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yeah erik lmao

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wtf is the chance of that next day

frosty bloom
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blew my mind when the youtube popup showed up "Paragon assets 12m free"

pallid compass
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yeah i got a big shock too lmao

frosty bloom
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Guess we will never again see a video of UE4 with standard mannequin lol

pallid compass
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lmfao

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NEVER

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its so good though

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gonna get to dive in too there advanced ice shaders

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and shit

frosty bloom
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Yeah, I expect a lot of designers are VERY happy today

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learning from watching their AAA +++ quality stuff

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Give me the code and i'll be equally happy

leaden garnet
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Fingers crossed for Gameplay Abilities Plugin

frosty bloom
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thats already available though

frank escarp
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an actual example of using it @frosty bloom

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gameplay abilities exists, but we dont know how the fuck to use it for an actual project

frosty bloom
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Ah, miss interped it

grim ore
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they plan on releasing more assets later as well, neato

frosty bloom
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I hope to get a peak into how their code looks. (fingers crossed)

cloud cobalt
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Doubtful we'll ever see the code

grim ore
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The question is how many times will we hear Tim mention the 12 million in free assets at the keynote ๐Ÿ˜ƒ

frosty bloom
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Yeah Unity just got out weighted on the Free Asset complain threads lol

cloud cobalt
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528 assets in the environment pack, which is the one I'm into - can't wait to know if skeletals are included

empty plank
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There was a big argument last week here about releasing Paragon assets, though I was focusing on the code rather than character assets.

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I am reinvindicated.

cloud cobalt
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I think Sion talked about it, saying some stuff was clearly off limits, like the levels themselves and the code

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I honestly thought the characters were off limits too

empty plank
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I hope not. I would hope SOME talk about architecture, design challenges, and the solutions they came up with happened or will happen

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I wouldn't know if that has already happened, I started learning me some UE4 in November last year and I'm 3/4 through Ben Tristem's course on Udemy

devout gulch
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Code was the most interesting part of Paragon

paper rampart
grim ore
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I would assume skeletons are there as animations are there

cloud cobalt
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For environment pieces ? I didn't see that in the overview since there is no video

grim ore
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oh gotcha for the environment. It doesn't look like it they only mention meshes and textures and none of the animated items look like they are in there

flint chasm
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hey guys

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is there a market for making stuff in unreal for HD photos?

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like enviroments and stuff?

hot pond
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theres a market for anything

fierce tulip
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dont see anybody buying em though, but thats me

cloud cobalt
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I don't think this channel is the best place to ask, since we're users of the engine. Stuff you're making with the engine isn't going to be relevant for many of us

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Marketplace assets, code, plugins for the engine would

pallid compass
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So i managed to make a modular 2d sprite system for equipment / char visuals

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except its 25 draw calls per char

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LOL

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shame i cant use materials in sprites ๐Ÿ˜ฆ

hot pond
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question So after resolving the issue of model not transfering maps now after it transfers all the equipment disappears what am I missing

faint cedar
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Ladies and mentlegen, the Paragon hair material.

cloud cobalt
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You're a mentlegen

pallid compass
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@fierce tulip quick question if ur not busy, can u clamp animation in a flipbook material node?

cloud cobalt
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How many instructions @faint cedar ?

faint cedar
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Not showing up

plush yew
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anyone know if its possible to reget everything from a built version of my game, my project files corrupted

faint cedar
cloud cobalt
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Actually not that much

faint cedar
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The countess' material instance is 208 / 344 / 400

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86 vertex shader

pallid compass
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they do really well to keep everything down

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i remember thgem saying, its how they reached 60fps on console

fierce tulip
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@pallid compass never tried. you probably can though

true furnace
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Hey guys, newbie here. How's it going?

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๐Ÿ˜ƒ

elfin jacinth
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Welcome @true furnace

pallid compass
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@plush yewos figured it out this is how so u know for future

true furnace
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I also wanted to join the fortnite discord but unfortunately they've reached max. members. Is there any other Official Unofficial Discord server?

fierce tulip
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O_o there is no such thing as a max member thing on discord afaik?
is there?

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@pallid compass thanks

true furnace
pallid compass
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no worries man! sharing is caring ๐Ÿ˜‚

steel rock
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Hey everyone - I've been thinking about getting a laptop so I can work on the go - what should I pay more attention to? pcu+ram or graphics card?

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sec

pallid compass
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SSD, decen cpu, decen gpu nice balance

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ssd, i5, 1060 maybe?

mystic fjord
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EPIC just released some christmas gifts

steel rock
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what would the price range be of those laptops?

grim ore
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I just picked up a 7700hq laptop with the base gtx 1050 and it's surprisingly better than I expected. The 1050 is not a bad gpu to work with. The infiltrator demo at 1080p was averaging a hair under 30fps.

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Price wise you can get lucky and get a base model like this for around 600 if lucky and then it scales in price based on the extras or higher gpu.

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If I had the money I would have gone with a 1050ti or 1060 but I got this one cheap used to upgrade over my old 4210u and 940m machine so we'll worth it to me.

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Us dollars for the prices I mentioned.

steel rock
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that IS a bit pricey heheh

next badger
steel rock
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since my main pc is a desktop I have at my apartment and I'd be using the laptop on when traveling to another country I wouldn't want to go all in on the first one I get since I'm learning and about to be unemployed

grim ore
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you can look for an older gen 9x0 series then maybe used. 960m or higher should run "decent" enough but gaming laptops that can 3d dev well are not cheap

next badger
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gpus are so overpriced atm...never wished someone to die before

steel rock
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yea figured as much

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well thanks for the advice @grim ore

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your channel on youtube is great btw

frank escarp
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@next badger not on laptops

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only the discrete gpus are overpriced to hell

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you can get a nice 1060 laptop at a correct price

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and a VR ready laptop is by definition a monster

next badger
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@frank escarp yeah, i'm a desktop guy =_=

frank escarp
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if you want a good "gamedev" laptop, get a vr ready laptop

shell jetty
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was Asus Rog Zephyrus over 3k as what go to price?

frank escarp
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wtf 3k

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hell nah

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get a 1500 or so 1070 laptop

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those are pretty damn good

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my MSI GT72 vr costed 1800 euros and has a 1070 and an i7

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its a straight up monster

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runs games better than my desktop with a desktop 970

shell jetty
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so Asus Rog Zephyrus laptop what is Max-Q design laptop price is 3019euros 1080 in it

frank escarp
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dont get that

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too expensive

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and its not really that much better than the msi i have

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at half the price

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never buy the highest end of anything, its allways overpriced

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get the second-third highest end

grim ore
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@steel rock thanks ๐Ÿ˜ƒ glad you enjoy it

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yep if you can afford a 1060 or better they are awesome, but if you get lucky and have a hard budget a 1050 will work. I got mine used for $500 US and it works fantastic if I am not pushing hard core.

plush yew
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I guess i have to buy a new HDD for all these paragon assets. While ny friend still awaits his refund XD

vale halo
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@steel rock All I can say is that an i5-4210M + GT940M will probably make you want to kill yourself ๐Ÿ˜› But yeah, as MathewW said, going second hand and trying to get a 10-series mobile card, as well as a decent cpu + SSD will probably be best

grim ore
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^^^ that's pretty much what I had before and yes I did want to kil myself. It was great for browsing website and YouTube lol ๐Ÿ˜›

silver crown
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I have a Celeron with a 15GB SSD and 4GB of RAM

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Best laptop ever

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Can't watch 1080p on YT without lag

tawdry narwhal
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This Paragon asset release is insane, I still can't believe it... THANK YOU EPIC!!

urban gyro
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Is there anyone here who can spare 15 minutes on me for a quick chat?

mortal gale
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Wait what?

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Paragon asset?

urban gyro
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network related

plush yew
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@mortal gale they released assets from para to the ue 4 devs community.

mortal gale
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Huh.

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I wonder when they'll update the UT4 git repo so it's actually buildable.

vale halo
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It's not buildable? ๐Ÿ˜ฎ Sure that isn't an issue on your end, as that (somehow) seems pretty unlikely ๐Ÿค”

plush yew
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I guess they still are realeaseing some assests

mortal gale
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Yeah, it's all broken, And I know it's not on my end, because other people reported the same too.

plush yew
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cause not everything from the game has not been released

silver crown
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@mortal gale definitively on your end

steel rock
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LENOVO Legion Y520 80WK009WSC / Core i5 7300HQ, 8GB, 2000GB, GeForce GTX 1050 4GB

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& this

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HP Omen 15-ce018nm 2QE48EA / Core i5 7300HQ, 8GB, 1000GB, GeForce GTX 1050 4GB

mortal gale
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The UT4 repo hasn't been updated since august, and it uses mixed versions of code, incompatable too, and the People in the UT Discord server reported the same too.

silver crown
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Oh misread that sorry

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Yeah UT isn't supported anymore

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Kinda dead

steel rock
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those are affordable so maybe those would do the job?

mortal gale
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Errr, not with Winblows 10. lol, It'll be slow as all hell, with 10 eating the HDD like crazy.

silver crown
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@steel rock Need an SSD. At least a SATA, and a M2 if possible

mortal gale
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However, if you do all your stuff in a Linux distro of some sort, since it's more difficult to use 7 on it, you'll be good.

silver crown
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At least 250 GB

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512 is better

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8 GB is low

mortal gale
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I don't even have an SSD, and I don't like 10, so I don't run it. lol

silver crown
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Make sure you have a remaining slot to add another 8 GB later

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Don't know for the GPU/CPU

grim ore
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@steel rock that first one is the one I have now but with a 7700HQ cpu. The 7300HQ is just fine

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I upgraded it to a 512GB SSD tho as SSD's are like mandatory now if you can get one

silver crown
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UE with a HDD is nearly unusable indeed

grim ore
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and yes if you can go to 12 or 16GB ram it's helpful but 8gb is "good enough" lol. Infiltrator really doesn't like it but fuck it it runs and DDR4 is stupid expensive right now

silver crown
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I'm already low with 16GB

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ยฏ_(ใƒ„)_/ยฏ

grim ore
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yeah I hated getting it with 8GB but it was a good price and 90 bucks for another 8 GB was ๐Ÿ˜ฆ

mortal gale
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@silver crown UE is fine for me on my HDDs, but, I don't run 10, so that mightbe why, I use UE in Linux.

silver crown
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What's your startup time?

#

Linux doesn't do shit here

grim ore
#

the y520 series is nice because it has a seperate M.2 slot for another drive and has 2 memory slots with 1 normally open for adding in more

mortal gale
#

Starts in about 30 seconds.

silver crown
#

lol

#

So slow

#

@grim ore Yeah, additional slots are a big point

mortal gale
#

I'm doing other shit, so I don't notice it too slow. lol

#

And that's the Editor.

#

After it's started, it's speedy as all fuck.

steel rock
#

is there any difference in working with UE4 on SSD rather than HDD other than the time it takes to start the editor?

silver crown
#

It's slower for any disk-heavy task

mortal gale
#

IDK, but I know that, if it's Windows 10, the whole experience is damn slow.

silver crown
#

Like opening assets, etc

#

tbh SSDs are really mandatory now

#

And not that expensive

steel rock
#

win 8.1

silver crown
#

OS doesn't matter at all

#

Same hardware

#

Same limitations

mortal gale
#

Well, 10 eats the HDD even at idle.

#

I only Run 7 and Arch.

steel rock
#

I'm not sure I can utilize the time saved with ssd atm since I'm slowly learning and following a course mostly

silver crown
#

It will improve the experience for sure

#

A lot

#

If you don't go with a SSD now, at least make sure you have an empty M2/SATA slot

#

This will have the biggest impact on your laptop longevity

mortal gale
#

I noticed that my Hitachi Enterprise HDD from 2012, is faster than the WD Black I got in 2017.

vale halo
#

Running Arch Linux here too, and in my experience an HDD can be pretty slow

mortal gale
#

And the Hitachi HDD was going bad. lol

vale halo
#

Granted, it's a lot better than windows, but still.....you should really consider an SSD, especially if you're compiling (a lot of) stuff

mortal gale
#

Oh wait, that one was from 2010.

#

The Hitachi I'm using for Arch that's still good is from 2012.

#

I didn't get an SSD when I got the WD Black, is because It was for Windows, which I'm rarely in anyways, and I'm on a tight budget.

#

In my head, if you're compiling alot, like, big things too, an HDD is better.

#

Writes alot, premature fail, I wouldn't want that.

steel rock
#

well people I can't thank you enough for all the info ๐Ÿ˜ƒ thanks everyone

mortal gale
#

I wish that the UE3 source would be released.

#

I want to compile it for Linux.

#

Have Epic Citadel.

faint cedar
#

Is the Epic Games GDC Keynote over?

grim ore
#

It's on Wednesday

faint cedar
#

oh

vale halo
#

@mortal gale I'd disagree - in my tests, especially on high(er) end systems, if you use an HDD it forms the main bottleneck in compile workloads

#

Heck - when I once tried out a 6700k with a (large) project + the engine on an HDD the HDD was at 100% and the cpu was like barely at 20% at times ๐Ÿ˜‚

mortal gale
#

Huh, depends on the project, but it isn't a bottleneck for me.

vale halo
#

Guess you're lucky then ๐Ÿ‘

fierce tulip
#

someone pointed out you cant export any of the paragon files, can someone confirm?
(still downloading myself)

silver crown
#

Checking now

grim ore
#

one of the paragon heroes exported out fine for me to a fbx

rose bison
#

I am having fun with the particles

#

they are just soo juicy

silver crown
#

Yep, working fine

fierce tulip
#

even textures?

silver crown
#

You can export fbx with textures in UE?

fierce tulip
#

no as in, are the textures exportable hehe

silver crown
#

Ah

rose bison
#

I am in screenshake heaven right now

frank escarp
#

@fierce tulip its just assets

#

you can migrate them

#

@rose bison daaaaamn

fierce tulip
#

yea, but..

frank escarp
#

@fierce tulip free license

silver crown
#

@rose bison waaaaat

fierce tulip
#

some people dont have the option

silver crown
#

Yep, same here

#

There should be an export option right?

#

Or is it elsewhere for textures?

fierce tulip
#

nope

#

should be there

silver crown
#

Yeah indeed

#

That's normal menu

#

Strange

fierce tulip
#

4.19 bug? or paragon limitation thing hehe

silver crown
#

How could it be a bug?

grim ore
#

I can export here

silver crown
#

lol

#

textures?

grim ore
#

yeah some of them can some cant

#

like the skin textures can be exported out but the character base textures seem to be missing that option

fierce tulip
#

i wonder how that is possible. though, they where under some restrictions if im correct

silver crown
#

Will check the C++ source

#

Once the 4.19 will be parsed by VAX ๐Ÿ˜…

grim ore
#

yeah that is a trip, even FX textures are locked

#

but some of them are not

rose bison
#

something tells me the characters aren't setup for ragdoll

silver crown
#

lol

opal ocean
#

Having trouble understanding why this Paragon Murdoch character has three seperate materials for his eyes, hidden behind a fancy glass type mask...

#

and Denny's gyazo link is locking up discord when its on screen ๐Ÿ˜ก

plush yew
#

I need a SSD dedicated for UE4

silver crown
#

@fierce tulip Found it

grim ore
#

man these paragon samples are not messing around. They are chewing up my computer alive lol

plush yew
#

and probs gonna upgrade to 32GB of ram XD

opal ocean
#

oh, FOUR f**king materials/elements for his eyes

plush yew
#

XD

opal ocean
#

seriously, WHY

mortal gale
#

Anybody else notice that Any Unreal Engine game/program crashes on an Intel Atom Android tablet? Both UE3 and UE4.

fierce tulip
#

@opal ocean because LOD

plush yew
#

can't wait to use all the animations i have been given

silver crown
#

So you need to select an asset and to type DisallowExport in the console

#

Will remove that export button

opal ocean
#

@fierce tulip So these extra materials and such dont get drawn 99% of the time?

fierce tulip
#

yea

opal ocean
#

I'm still showing really high shader complexity/quads in the optimisation view mode

#

whole model is pink

rose bison
#

did paragon use TAA?

#

testing some shinbi character, and TAA wrecks her hair

#

might be 4.19 though

#

nvm, motion blur did the damage

silver crown
#

Yeah, that export thing is a new 4.19 feature

grim ore
#

It does make sense tho. Epic sends special thanks to OTOY and 3D Scan Store for granting permission to keep intact the high-quality character materials using their facial and body scanning technologies as part of this release.

#

so this let's the original company keep the stuff locked to UE4 "in theory" and lets epic give it to us to use

silver crown
#

Not really

#

The meshes are the only thing you can export

#

Kinda weird

#

Oh I can't read

#

materials ๐Ÿคฆ

grim ore
#

๐Ÿ˜‰

silver crown
#

A plugin could allow textures export

#

I think

fierce tulip
#

or just an edit in the code

silver crown
#

= engine modification

#

= engine recompilation

#

= pain ๐Ÿ˜‰

fierce tulip
#

true dat

#

<_< fricking some of the fastest interwebs in my country, still need to wait at least another hour before all the paragon stuff is downloaded.

#

imma watch a movie

plush yew
#

lol

silver crown
#

fastest interwebs how fast is that?

plush yew
#

1 kbps

#

Kebibyte

#

100000000 gb per second

mortal gale
silver crown
#

๐Ÿ˜ฎ

mortal gale
#

Yup, if you look at my taskbar, you can tell I'm a multitasker, although I usually have much more terminals open than hex editors. lmao

silver crown
#

UE servers are only at 30MB/s or so

#

Sadly

#

๐Ÿ˜ข

fierce tulip
#

250mb/s

silver crown
#

That's not that much

plush yew
#

what i still don't understand what would be better

fierce tulip
#

unless I'd go with glass fibre stuff, but meh

silver crown
#

What's that?

plush yew
#

I'm here sitting at 1000 KBP/s

#

would getting a titan be better or some quadro

silver crown
#

Better fibre?

#

Kinda lucky tbh, paying for 500mb/s, getting 1Gb/s

plush yew
#

Paying $100/mo, getting "Max 10mbps down"

silver crown
#

Really?

#

Sucks

plush yew
#

wow

#

sucks

silver crown
#

Where are you?

plush yew
#

Welcome to canada?

#

๐Ÿ˜ฆ

silver crown
#

lol

plush yew
#

Oh,

#

and with a data cap

#

Mind i add ๐Ÿ˜›

silver crown
#

๐Ÿ˜‚

plush yew
#

yep

#

can't wait for elon musk's internet XD

#

Elon Musk's internet will have shit latency

silver crown
#

And here I am, paying 40โ‚ฌ per month

plush yew
#

Let's just use satelites

silver crown
#

Without data cap

plush yew
#

No delay at all

silver crown
#

For once that France is nice

#

Yeah, FPS on a satellite ๐Ÿ‘Œ

#

Everyone has the same lag at least

mortal gale
#

At home, we pay $40 for 3Mbps down, 1.5up, we only get that speed sometimes, and it sometimes fucks itself and goes out.

#

*$45

plush yew
#

elon musk internet probs won't have shitty really

#

cause elon

mortal gale
#

I'm at the college right now, so I get much better speeds here. lol

plush yew
#

I mean

silver crown
#

Right, elon is faster than light, forgot that for a second

plush yew
#

musk can't even manufacture enough tesla's

#

existing car companies are beating him in electric vehicle production

#

so?

silver crown
#

Not really surprising, he is new to the market

plush yew
#

He doesn't probably care to much

#

or isn't worried about it

#

He has a company that is gonna drill holes below san LA

#

Space X is pretty successful.

#

right now

rose bison
#

accidental butt gif

#

how did they do this?

#

no bones

#

I can find apex stuff, but not even sure how to apex in a character

safe rose
#

@rose bison At least she's got panties on

#

Funny how they thought of that

#

I was wondering what you were talking about

#

I kept looking for her butt to jiggle

#

But you were talking about the cloth

#

๐Ÿ˜ญ

#

@rose bison this?

rose bison
#

I am looking for the cloth

#

you perv

#

๐Ÿ˜ƒ

safe rose
#

Yeah, I know, I realized after watching it like 3 times what you were talking about

#

oh, my link never came

rose bison
#

I know the new clothing tool, just never realized that you can have apex stuff in the skeletalmesh

#

huh, so they call APEX legacy now

cloud cobalt
#

Yeah

rose bison
#

I guess that anwers my question: just use the new tool

mortal gale
#
[nathaniel@nathaniel-ProBookA ~]$ df -h |grep sda2
/dev/sda2       788G  742G  6.0G 100% /
[nathaniel@nathaniel-ProBookA ~]$
#

Yup, I'm low on space. lol

#

6GB free.

fierce tulip
gentle crypt
fierce tulip
#

rightclick on it

gentle crypt
#

oh right thanks.

floral heart
#

Some of those matfunctions seem to exist solely for completeness.

fierce tulip
#

I think they might have emptied out a few

vale osprey
#

that's a pure black box

#

it's black even inside

#

leftovers for compatibility

fierce tulip
#

yea

rose bison
#

@fierce tulip ?

#

pretty sure you know what that is

#

never seen animated static meshes for particles

#

how to do that? ๐Ÿ˜ƒ

#

oh, nmv

#

found it

#

just worldOffset with SplineThicken

fierce tulip
vale halo
#

@mortal gale If the main causer of that space shortage is UE4 projects, you can remove some of the generated files to free up some space ๐Ÿ˜ƒ

#

(Mainly Binaries/Intermediate/Build I believe.....but don't quote me on that; There's a good list somewhere out there)

cloud cobalt
#

I love how some of the usual suspects's response to the Paragon dump

#

"stop giving us free stuff, people do asset flips"

plush yew
#

what?

#

XD

vale halo
#

๐Ÿ˜‚

plush yew
#

"stop buying assest flip games" i tell em XD

vale halo
#

^ inb4 someone literally clones paragon and starts selling it

plush yew
#

I ma do it

vale halo
#

That.....may actually happen though kappa

plush yew
#

XD

fierce tulip
plush yew
#

No one gonna buy it if it the same

#

XD

cloud cobalt
#

No one can do that anyway, we have like 5% of the content

vale halo
#

ยฏ_(ใƒ„)_/ยฏ

fierce tulip
#

the paragonpr0n people are thrilled though XD

plush yew
#

XD

vale halo
#

Looses all hope in humanity

shell jetty
#

@vale halo so are we turning to cyborgs?

opal ocean
#

Its a shame the characters all have the weapons built in ๐Ÿ˜ฆ I cant use 'em for my player model cause I want to be able to swap weapons

mortal gale
#

It's mostly the other crap on my HDD that filss it up. lol

fierce tulip
#

they are actually using lights inside the emitters. didnt expect that

plush yew
#

@opal ocean what do you mean?

opal ocean
#

The guns are attached to the models, part of the mesh. I dont know how to seperate them.

plush yew
#

ahh

#

are you sure there aren't different meshes just for the guns?

opal ocean
#

not from what I saw, looked like the gun was part of the same skeleton on the one character I looked at

plush yew
#

@opal ocean cause when i look at the shocase fro twin blast i see the pistols as seperate modes

rose bison
#

okay, quick question. Which character of the paragon set has the largest explosions?

plush yew
#

models*

rose bison
#

asking for a friend

plush yew
#

looking for explosion effects?

fierce tulip
#

O_o some of the vfx is Y+

#

instead of X+

#

triggers @safe rose

plush yew
#

@rose bison Howitzer is your character

rose bison
#

good call

#

thx ๐Ÿ˜„

#

the current ones are large enough

opal ocean
#

Hmm, maybe I'll look at twin blast,. Murdock is all a single mesh, but his two guns are on seperate bones

safe rose
#

fail epic

opal ocean
#

looked at murdock cause his main gun style, and overall look sorta fits with where I'm looking at pointing my game to go...

safe rose
#

@fierce tulip by "some", do you mean that some are actually correct?

#

So, it's just basically people not following some standard?

fierce tulip
#

havent seen enough of em to say that for sure

#

yea some are X+ while others arent

hushed monolith
#

wait, is paragon fair use now?

keen birch
#

Paragon is "use however you want within UE4" now

hushed monolith
#

whattt

#

how do i get the project files?

opal ocean
#

atleast, the assets they've released in the marketplace

hushed monolith
#

ah

opal ocean
#

marketplace -> free

#

none of the characters I've looked at have an animBP so it seems there will be some setup for use

hushed monolith
#

holy shit

#

well that makes asset acquisition a bit easier doesn't it

restive eagle
#

if before you tried aquiring them then that would have been theft

hushed monolith
#

well that's not what i mean, lol

#

just that there's probably some fun scifi/fantasy models in there

#

might be fun to pull stuff out for enemies, weapons, etc

rose bison
#

@opal ocean Shinbi comes with an animBP

#

but it's apparently the only one

opal ocean
#

I'll have to download and look at it then, so I can see what to do

grim ore
#

that makes sense since that is what the blog says. most should be similar anyways

opal ocean
#

looks like Twinblasts main guns are part of his main mesh, but the ultimate weapon is seperate

#

haha, so much fun to play with the head AO blendspaces, make them look around. HUH? Wuh! who?!

cinder iron
#

yes, why would they make the guns a different actor if it is meant to be integrated inside the character

#

I bet the code overuses component systems, since the weapons are very likely to not be actors

rose bison
#

how did paragon handle skins?

#

just full mesh replacements?

plush yew
#

probably

opal ocean
#

some of them look like new meshes, but Shinbi looks like just diff materials from the preview

plush yew
#

also there is a dedicated forum about the paragon assets

opal ocean
#

whereabouts?

plush yew
#

and we also be getting more paragon assets

cinder iron
#

@rose bison Combination of replacement of sk mesh and material slots. In this situation the characters don't seem to be modular like they are in other videogames where you can edit different armor parts. In that case you have in unreal a cool feature called SetMasterPoseComponent where you can make different skeletal meshes to follow the "root" sk mesh anims without worrying of anything going wrong

#

mesh merging doesn't work properly for animation montages, but they shouldn't give you any problem with the common graph.

rose bison
#

ya, I am aware of that

#

just curious why they opted to not go that route

#

seems an obvious way to make more money

vale osprey
#

Ohh, thatโ€™s what they are for

rose bison
#

probably just performance reasons

cinder iron
#

well it depends on how you want your skins to look like, also performance, yes

#

the more components with transform you have, the more data you have to carry over

#

wouldn't harm to have a bandana type of thing or something subtle

#

but they are already making money by just changing a parameter on a material instance

#

from green to blue

#

$0'50 skin.

#

there

plush yew
#

XD

solar eagle
#

hello! im working on an unreal project, is it possible to add cutscenes with triggers like - when the player enters this room, or gets past something, the animation starts - ?

pallid compass
#

yes

grim ore
#

Yes you can use a trigger volume or any other collision item to trigger

opal spindle
#

Who do I go to in terms of legal stuff?

#

Because

#

I have some stuff which replicate the functionality of Engine Tools, but aren't Engine Tools

#

I did not use/copy any of the editor code of my thing

floral heart
#

"Who do I go to in terms of legal stuff?"
A lawyer. I'm not sure if a judge is also a viable answer, but most of them are lawyers anyway.

opal spindle
#

I'm just making a marketplace asset, idk if I would need to get a lawyer involved for that

fierce tulip
#

contact marketplace team and ask them what you need to know

opal spindle
#

Alright thanks

#

Is there anyone in particular I should contact?

floral heart
#

Lawyers don't have to be "involved" for you to ask them questions. Epic has an in-house lawyer and I think they mostly ask him questions all day long.

gloomy pollen
#

yeah thats what retainers are for

teal tulip
#

there is a support email I think for legal things

fierce tulip
#

oh god, Cascade's emitters arent properly showing in 4.19 and im too afraid they wont fix it

teal tulip
#

but if you sell only in the marketplace I think can contains code from that folder, you're limited to end users no in the marketplace I think.

#

Still ask them

#

@fierce tulip told you, don't expect it any time soon before the 4.20

fierce tulip
#

talking about cascade

#

what did you tell me?

teal tulip
#

wops wrong read I see too many cascades I mean Niagara lol

#

and why they won't fix it ? did you reported in the form ?

fierce tulip
#

because they barely fix anything cascade unless it breaks the end result badly

plush yew
hidden heart
#

just a bit phumkie ๐Ÿ˜‰

floral heart
#

We now indirectly know Paragon cost $12 million. Eat that, kickstarters.

ivory gorge
#

only 12?

plush yew
#

i really wish ue4 gave us a way to unpackage our own files.............

ivory gorge
#

...only the parts of paragon they chose to put on the marketplace have been valued at 12m

grim ore
fierce tulip
silver crown
#

That's from paragon?

fierce tulip
#

yea

silver crown
#

You must be happy with all those fancy fx ๐Ÿ˜‰

fierce tulip
#

loads of neat little tricks and "ooh, didnt think of that"

#

though most of it is actually fairly simple, only a few surprises so far

#

quite amazed by how smart its used

silver crown
#

It's always interesting to see the behind the scenes of a triple A like that

#

I'm always surprised by the low poly count

fierce tulip
#

that too hehe

silver crown
#

I'm also a bit surprised by them locking the export of textures

#

Not really the UE way

#

But I guess it was the only way they could release

fierce tulip
restive eagle
#

i wish someone could make a separate pack just with all the effects ๐Ÿ˜„

fierce tulip
#

hehe yea I was kinda hoping it would be a seperate pack

opal ocean
#

I looked at two of the particles, and hholy sheet. Cant believe theres so many layers in 'em

fierce tulip
#

yea, and up to 4 lods per effect

opal ocean
#

thats just crazy...

#

meanwhile on my project I made a floating item pickup, and just used a simple material billboard to save on performance >_>

#

or so I think.

fierce tulip
#

hmm interesting, they used normal maps to color their LUTs

#

(for vfx)

floral heart
#

More like a du/dv map

fierce tulip
#

well generally I see people just use a grayscale tex for it.

#

havent seen people use a normal for that

#

(personally)

urban gyro
#

If Actor has Auto-Receive input from Player0 any keyboard key should fire events right? Or am I going insane at this point

grim ore
#

Assuming nothing else absorbs them and that actor is in the scene

#

And input is being sent thru the controller, like you don't have disable input on

urban gyro
#

Yeah I just had an empty actor with F event and a print. nothing consumed input. It doesn't matter anyway, but I was curious why it didn't fire, until I just reparented to pawn.

#

and it somehow worked ๐Ÿ˜„

tawdry narwhal
#

I have this problem that whenever I try & and move a map in the content browser, UE4 ends up irrevocably deleting the map file

#

the only option is to restore from source control

#

has anyone experienced this yet?

#

it happens with any game map

#

actually - the .umap file is left there with an absurd size of 700 bytes

#

trying to delete the map doesn't work either - it's being referenced by "World"

#

manually moving the file in ms explorer and force deleting the original map tends to work

#

I'm curious if anyone's come across this and what your solution was

fierce tulip
#

never noticed or witnessed that.

#

sounds rather buggy

tawdry narwhal
#

very

#

it's been going on for months

#

made a test map

#

this is what pops up when trying to rename it

#

the map only has one landscape in it

#

the landscape doesn't have a material assigned

#

ok so apparently if I delete the landscape, renaming works

urban gyro
#

When was the last time you've fixed redirectors? maybe that screws it @tawdry narwhal

#

Moving things around when u have source control is not a good practice afaik

tawdry narwhal
#

I practically fix them every time I move or delete something

urban gyro
#

P4 ye?

tawdry narwhal
#

p4?

urban gyro
#

perforce or svn

#

or whats ur versioning

tawdry narwhal
#

git

urban gyro
#

ah, dunno then

#

AFAIK git sux for binaries

tawdry narwhal
#

what if perforce or svn?

urban gyro
#

well i heard perforce doesn't like redirectors, and moving things around and then committing can have weird results

#

so i thought u had P4 running and it somehow broke ur moves

tawdry narwhal
#

I also have ue4 itself disconnected from source control

urban gyro
#

but if that is not teh case, never happened to me either

tawdry narwhal
#

just to avoid any hickups

grim ore
#

The only time I ever run into that issue is having the project open twice on accident.

urban gyro
#

well if ur running manual versioning mebbe that broketed it

tawdry narwhal
#

I can rename any other asset type

#

just maps with landscapes...

urban gyro
#

i can try to replicate if u want, but im on p4 and u gotta tell me what u did

tawdry narwhal
#

no worries man, I couldn't recount the past year+ of what happened when on the project :)

urban gyro
#

oh, so u just updated the version?

tawdry narwhal
#

nope

#

the project originally started on 4.15, been carrying it over eversince. but the issue has appeared before - 4.17 maybe I think

urban gyro
#

yuou could try migrating the map perhaps

manic pecan
#

I wonder if those using Unity are considering switching to Unreal after seeing these paragon assets being released ๐Ÿค”

urban gyro
#

no god please no

tawdry narwhal
#

HA!

urban gyro
#

last thing i want is broken paragon stuffs on steam

#

Plus, tey have much more assets

grim ore
#

I've seen a couple people mention they plan on installing unreal to tear apart the Paragon assets

urban gyro
#

aint that illegal?

#

even says on the tooltip "for ue4 use onleh"

grim ore
#

As long as they don't do anything to give anyone else the stuff they can do whatever they want in their own private space

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And with unity getting their Shader graph system being able to pull apart the ue4 materials is a good start

manic pecan
#

Iโ€™d be tempted too if I was them. Maybe import into 3dsmax or something

urban gyro
#

what? did they ditch Diffuse?

#

Them paragon assets are awesome cuz of the vfx imho. Animations are cool but using the models is pointless

tawdry narwhal
#

^ that ^

urban gyro
#

for release anywya

#

half the world has seen them chars at this point

tawdry narwhal
#

plus the environments

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foliage, water, etc.

urban gyro
#

yeah if u pull appart u can make some cool stuff

tawdry narwhal
#

also hair, skin textures, blahblahblah

urban gyro
#

@grim ore Btw, i'm a big fan of ur tuts man, u planing on covering Niagara?

#

eeeh them textures are mapped to the chars

#

unless they run full maps which i doubt, havent seen em yet tho

tawdry narwhal
#

I just grabbed the env. pack

urban gyro
#

i grabbed all, but can;t be arsed checking it out yet ๐Ÿ˜„ I used to play Paragon for a few days

#

got some nice design ideas

#

i mean, borrowed

#

๐Ÿ˜›

tawdry narwhal
#

good vfx is hard to come by

urban gyro
#

there are some good ones man, marketplace has awesomes

tawdry narwhal
#

I think maybe there's 3 reliable authors on the marketplace

#

really?

urban gyro
#

xplosion builder, coupla vector field particles

tawdry narwhal
#

do tell

#

k sure, xplosion builder yes

urban gyro
#

thats 50% of ur vfx done ๐Ÿ˜„

tawdry narwhal
#

wasn't counting that as "a" vfx lib but you're right

urban gyro
#

these 2 are good

#

and Materialize VFX is also pretty cewl

#

and if theres somethin lacking, well, a few tweaks and ur gud

#

specially the vectors

tawdry narwhal
#

I have materialize

#

I like this author: Kakky

urban gyro
#

yeah ive seen his vids

#

if I ever needed that many vfx id buy out his entire library

#

Advanced Magic FX01 is one of his first packs, still looks great

tawdry narwhal
#

definitely

#

I have his beam and laser fx 01

#

and he never gives discounts!

urban gyro
#

as much as I love particles, it just takes a while for good ones

tawdry narwhal
#

spring sale, halloween sale, end of the world sale doesn't matter, Kakky just keeps on rollin'...

urban gyro
#

sometimes its just cheaper to get a thunder strike instead of making one

#

his stuff is pretty cheap as it is

tawdry narwhal
#

yeah vfx is the one thing I'll not ever come close to even dabbling in

urban gyro
#

i dabble but i don't know what im making till i make it

tawdry narwhal
#

ha

#

I see the occasional awesome shit from asia

urban gyro
#

like i start making an fct for one thing but end up with something i use for another

tawdry narwhal
#

makes me want to hire them all

urban gyro
#

what happened to that guy who solo developed a DMC clone?

#

he ever release that game?

tawdry narwhal
#

wouldn't know

umbral tartan
#

@urban gyro ah that Korean guy? Coulda sworn he got a publisher to pick up his game.

#

last year

plush yew
#

hey

#

any one have experience with

#

muzzle flashes

dim arch
#

vfx? or material

plush yew
#

vfx

#

noono

#

texture

#

i thiml

#

think

#

im pretty sure the overwatch one is a sequence of images

#

not vfx @dim arch

#

i could make the images im just not sure how to implement them

plush yew
#

ok

#

ill try it

dim arch
#

ya dude theyre gamechanging

plush yew
#

you think it would work tho in 3d

dim arch
#

you can make them into sprites

plush yew
#

im gonna test it with squares

dim arch
#

put it on a transparent plane and modulate it by the weapon firing function

plush yew
#

ill try

#

ill prob need help

dim arch
#

plenty of tutorials on yt

plush yew
#

hm

#

what should i look for

dim arch
#

ue4 muzzle flash sprite

plush yew
#

like this one?

dim arch
#

looks good

#

these days its done with particles but you can use a material on a plane too

plush yew
#

hmmm

#

ok

leaden dust
#

a question here

#

how much space do the paragon assets take?

#

anyone?

umbral tartan
#

@leaden dust A lot! Each character with all vfx included is 2gb on average it seems

#

I downloaded all of them just now. Hold on I'll give you an exact number.

#

52.7gb for all of them (after theyve been installed in a project)

#

Props folder takes up 11gb alone. So guess it depends on the asset. Anywhere from 300mb to 11gb.

leaden dust
#

god damn hell

#

dude

#

i don't even have that much space on my HDD

#

alright What imma gonna do is download one asset pack

#

try it

#

delete

#

and another

#

i just have like 25 gigs left

umbral tartan
#

you don't really need all of it right now, anyway.

plush yew
#

I opened the sample map from environment pack, and it asks me to rebuild reflection captures, but when I press on the build button, nothing happens

warm mountain
#

just looking at the paragon chars atm

#

pretty impressive detail for just 60k tris

#

christ those material nodes are insane

#

i'm learning something though from all of this

analog sigil
#

yep same here, awesome content

next jetty
#

the paragon assets are insane

#

it's cool to see the voicelines of the heroes. Unfortunately, we never got to hear them in-game

#

has anyone found the sound effects? All I can find are voicelines

warm mountain
#

the complexity of the material instances in paragon scares me

next jetty
#

it does

warm mountain
#

so many parameters

next jetty
#

I watched a video from Epic

#

they were explaining how things worked

warm mountain
#

for me I just pack textures

#

set some parameters to change colors haha

#

and thats it for my materials

#

unless I need them to do something else like liquids

#

or animation

next jetty
#

they don't use translucency because it's too expensive. Instead, they use mask, and then apply this custom dither material

warm mountain
#

i use mask too

#

but holy crap

#

the amount of variation the parameters give

#

gz

#

those parent materials are huge!

#

all of that for a rock

#

o.O

#

I mean am I missing something haha

cloud cobalt
#

Epic devs have always been willing to go to great lengths in material

#

UT3 had pretty incredible material graphs back a decade ago

#

And 90% of the graph brought 10% of the quality

#

But that's how you push it to something that really looks amazing

warm mountain
#

i'm trying to

#

download all of that info I'm see right now haha

#

but

#

i think it does have something to do with optimizing the game

#

creating instances from one huge parent material

urban gyro
#

Sorry to but in, but I thought this joke up last night and I gotta leave soon, but I just wanted to share it :P
Team Lead enters the office. Everybody is playing poker.
-What the hell?! Why isn't anyone working?
3D Guy: -Rendering.
Code Guy: -Compiling.
Texture Guy: -Baking.
Animator: -Cooking.
Tester: -Building.
Audio Guy: -Sampling.
Media Guy: -Encoding.
Team Lead: .....Deal me in.

warm mountain
#

and using the nodes to make the material look as crisp as possible with as low resolution as possible

#

hence reducing space

cloud cobalt
#

Creating instances from a large material is about sparing the time spent developing advanced materials

#

You do something amazing once and don't start from scratch for another related object

#

Like, I have one material for pretty much 95% of all metallic objects in my game

warm mountain
#

makes sense

#

for me i have 1 large material which is used for a set of assets

#

say in this region there are 20 houses

#

so all the paint materials and painting variations and any surface that needs paint. I UV them accordingly and make them call on the material instances derived from that single paint material

#

and I have another for metal and glass

#

the complexity of their nodes are pretty huge

#

even for me my parameters are pretty limited to what I offer to my instances

#

i'm just studying and trying to make sense of their nodes right now

#

going to create a test mesh to play around

#

when I get back home later

urban gyro
#

if you have 10 artists everyone making requests to have this and that exposed as a parameter, and one super duper vfx guy working on it for over a year, its what u get

cloud cobalt
#

Artists tend to want lots of stuff to tweak, even if the added value seems dubious. I've heard that referred to (by programmers) as "give him a slider so that he feels valuable"