#ue4-general

1 messages ยท Page 298 of 1

cobalt hedge
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He's not on this discord btw

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It isn't like salty gossip or anything of the sort

wary wave
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eh?

cobalt hedge
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I'll come on vc

strange sapphire
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Wrong guild?

cobalt hedge
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I talked about it

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It's fine

strange sapphire
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Cool

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A paw to bless you

cobalt hedge
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Basically a warning to those who are ideally retarded

cobalt hedge
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Please don't take jobs that sound like bad news

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I'm scared that one of y'all will be scammed of they're time and money

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Night

raven kayak
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does blender work well for unreal?

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have they made any special integration or anything for them to work together?

bleak widget
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@raven kayak my friends says it more hard then maya or 3d max

raven kayak
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shelvin $30 per month for maya is ouchie though

static viper
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i did itr

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and

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i own it now after 3 years :3

raven kayak
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wut lol . own? isnt it an endless sub?

cloud cobalt
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Blender works fine

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Animation support is wonky

grim sinew
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He must have bought a copy perpetual in 2016 while you still could, maya is not rent to own

cloud cobalt
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For static meshes it just works, out of the box, no particular setup required

static viper
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well

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they

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stopped asking for money

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soooooo

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๐Ÿ˜„

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with blender and animations you need to be carefull

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its wonky bc blender has its own ideas of animations and rigging...

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and you need to make sure youre exporting just the right stuff and not all the extra data

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maya for instance only ships data you want

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until the point where you can actually ship in ascii...

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dont know if blender allows that

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but it allows snake

tall pendant
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as it was said in lounge yesterday by someone i wont name..all maya users are stupid sheep ๐Ÿ˜„

static viper
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you need to explain now XD

tall pendant
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just check timestamp [12:30 AM] it started with: maya is completely useless for game development, let alone indie game dev and escalated very very quickly hehe @static viper

static viper
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dafaq XD

cinder iron
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oof wrong chat

plush yew
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SO CUTE

dim arch
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hey all, I have a camera actor whos rotation is being set to 0,0,0 via a tick event

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maybe through transform, or rotation but I cant find the graph which is doing it

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is there any way to check what nodes are modifying a local variable in an object

ruby robin
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Hey guys. I've packaged my game for windows, buit when I start the .exe, nothing happens.

If I start with -log, log appears without errors, it stays and does not crash. But there is no window.. Why this might happen. We have to record video today, but I get no game ๐Ÿ˜ฆ

#
start DinoSquad.exe -log -windowed -resx=800 -resy=600 -game

I start using those params. No rendering window at all

static viper
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it prolly does crash

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but not loudly

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remove all the extensions

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just start game how it is supposed to

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if that doesnt work then its inside the games code

ruby robin
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But logs work. application does not crash

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It does not even show launch screen (the one at screen center)

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Oh, nevermind. I fully removed the build with all the configs, made a rebuild and now it is fine.. Looks like problem was in config files

fierce tulip
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"Luos, did you get that retroactive payment from epic?"

  • yes!

"I didn't though :/"

  • But you aren't selling anything on the mp..

"No, but I buy stuff, shouldn't I get 12% back from what I purchased?"

  • Uhmm..
tall pendant
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๐Ÿ˜„

heavy falcon
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Quick question, I'm grayboxing a level using Geometry, can I create blueprints from my modified Geometries to

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greuse them and later replace them with the real deal?

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Cant seem to add a box brush to an actor is there another way or do I have to copy and paste away?

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I creating a static mesh from the brush and adding that to an actor to reuse it the correct way?

whole quarry
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tried googling it?

wraith canyon
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Anyone have suggestions on how I could approach creating a sims-like build mode? Drawing a flexible grid over a landscape that assists with object placement.

cloud cobalt
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lmao @fierce tulip

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This is gold

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Also you just know that Steam lowering their revenue share would spawn millions of angry threads like that

heavy falcon
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@whole quarry Yeah not sure what to look for

plush yew
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so my windows crashed now ue shows me project was made with different version, but it wasnt

whole quarry
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u sure you open the right one?

plush yew
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nvm fixed

whole quarry
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opened with the right version?

cloud cobalt
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Rollbacked in source control ?

spiral anvil
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hey all, I have been trying to figure out how to get rid of this "generate.h" files error that are popping up every time I created a new cpp file. I have tried almost all the solutions there are online, including deleting files and generating new files, but that just didn't fix it. Any helps are appreciated.

plush yew
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you dont

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theyre headers

spiral anvil
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wdym by that?

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I'm pretty new to unreal in general, so please keep that in mind

sage inlet
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for data tables, is it okay/better to use Row Name as a "display name" or is it better to have a Name column?

cloud cobalt
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@spiral anvil Give us the errors, and the top of the offending files

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generated.h files need to be included last

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If that's helpful

spiral anvil
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It's just a plain vanilla cpp file you make when you create a new class

cloud cobalt
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Cool, so the issue is in the header

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Check that you have the project.h file, and then the file.generated.h include

spiral anvil
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let me check rq

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oh yeah, and forgot to mention it, but the error I got was error: cannot open source file "filename.generated.h"

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@cloud cobalt Here's my header file right now:

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyActor.generated.h"

UCLASS()
class MYPROJECT_API AMyActor : public AActor
{
    GENERATED_BODY()
    
public:    
    // Sets default values for this actor's properties
    AMyActor();

protected:
    // Called when the game starts or when spawned
    virtual void BeginPlay() override;

public:    
    // Called every frame
    virtual void Tick(float DeltaTime) override;

    
    
};
cloud cobalt
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Looks good, provided this is MyActor.h

spiral anvil
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Errors are still there

cloud cobalt
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Uh, quick check

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Is this a real error from the output log ?

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Or the error window / intellisense ?

spiral anvil
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Just red outlines

cloud cobalt
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OK, no error here

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These are 100% bullshit and 100% always wrong

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Error window + outlines

spiral anvil
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How do I get rid of these though?

cloud cobalt
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For the error window - close it forever and never open it again

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For the outlines, the usual answer is "Get Visual Assist"

spiral anvil
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hm I see, I'll try to turn off the settings

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I'll get back to you once I have done that

cloud cobalt
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The correct safe way to check for errors in C++ is to compile, and look at the output log window

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That one is the actual result, rather than Microsoft trying to predict stuff

spiral anvil
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Hey @cloud cobalt, I can't seem to find "visual assist" anywhere, tried googling it up, but it was no help

cloud cobalt
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It's the first Google result on "visual assist"

spiral anvil
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I don't appear to have visual assist on my computer though?

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that visual assist you were pointing to

cloud cobalt
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No you don't have it, it's a paid extension to Visual Studio that makes programming with C++ somewhat enjoyable, since VS autocompletion-etc can't handle the volume of code in UE4

spiral anvil
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ah, right. I thought you wanted me to uninstall it haha

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I'll have it downloaded thanks

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@cloud cobalt last question, since the software costs money, is there any alternative to it?

cloud cobalt
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Yes, ignoring the red outlines everywhere in your valid code, and never using autocompletion

spiral anvil
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ah okay, so it is the only choice then. well, thanks for the suggestion anyway! @cloud cobalt

paper kernel
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ok since jam chat is dead, how do I submit a game to itch.io jam? never used this before

static viper
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yesnt

ancient sandal
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How do you increase the undo history?

whole quarry
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Ctrl-Z more

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or make less mistakes ๐Ÿ˜„

ancient sandal
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I didn't make mistakes, I was playing around and now I can't undo it ๐Ÿ˜ฆ

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There seems to be a limit

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or a bug (if there is no limit I guess)

whole quarry
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might consider source-control then

ancient sandal
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Doesn't really solve my problem though

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So there isn't a way to increase the undo history?

whole quarry
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after googling 3 minutes I gave up searching it

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source control is like... a requirement ๐Ÿ˜„

ancient sandal
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I have source control but I don't want to commit every few minutes to keep my history at bay

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Yeah I did search as well and didn't find anything helpful

bitter oyster
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is it cheaper to have multiple materials with decreasing texture quality for your LOD (e.g. 2k to 256), or just one material at the same resolution for all LOD's?

uncut vigil
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Just save before, and if you screw up close and restart ue?

ancient sandal
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The problem is you don't really know when you want to save lol

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I guess I will try to figure out from the engine source if there is a way to increase it

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I can't find anything online or in the editor

frosty bloom
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Usually when you are about to do something you aren't familiar with or wanna test something out just pushing to source an extra time should be standard practice imo

ancient sandal
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Yeah I should do that I guess

fierce tulip
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@bitter oyster ue4 does that for you as long as the textures are power of 2 and therefore mipmappable

dire storm
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Trying to watch gamescon but haven't taken German since 2000. Feelsbadman

whole quarry
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you havent taken German since 2000? what? ๐Ÿ˜„

bitter oyster
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@fierce tulip is there a general rule it follows or a way for me to control it? or is the mipping just automatic compression the video card/engine will handle?

whole quarry
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wrong on multiple levels, not sure which level is worse ๐Ÿค”

fierce tulip
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not sure if you can set when an LOD kicks in, must be an ini file or whatever for that, but basically at X distance it halves the texture resolution, and at Y distance it does it again and so on and does so automatically

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its already stored in the texture when you import it. double click on one and you can view a few mipmap related settings

maiden swift
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Also, good day folks. peachyHi

bitter oyster
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@fierce tulip thanks a lot for the explanation

fierce tulip
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good luck

dire storm
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The Settlers 500 was announced. Battle Royal boys!

plush yew
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Guys is there any libraries like nvidia apex/blast but with ability to make destruction in real time?

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Pre-fractured meshes are fast, but they are not the thing which i want for my game...

ancient sandal
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Ok I figured out how to increase the undo history ๐Ÿ˜„ its kind of hidden, you need to go to your project folder, then Saved/Config/OS, then open up EditorPerProjectUserSettings.ini and add:
[Undo]
UndoBufferSize=1024

at the bottom. Change 1024 to a desired value.

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(By the way, it is per project basis, so you need to do it for each project if you wish)

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and make sure the editor is closed

vale silo
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I am guessing no 4.20.2 and 4.20.3 until after Gamescom ? (like a way after)

whole quarry
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I dont know if you're guessing that, it looks like it though.

ancient sandal
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I am not 100% sure but it seems to work, I looked over the engine source and found it

crude jasper
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how do i create a custom movement ?

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like walking swimming etc

heavy relic
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i hear there's a whole other set of documentation pages on udn

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keep finding links to them in the engine src

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plus the memory profiler's help menu only contains a link to a udn docpage i can't open

vale silo
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@elfin jacinth by chance, do you happen to have an ETA for 4.20.2 and 4.20.3 releases ?

elfin jacinth
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Soon

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So 4.20.2 is imminent

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IDK about .3

cloud cobalt
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How about 4.LightmassThatRunsFasterAndLooksBetter.0 ? ๐Ÿ‘ผ

elfin jacinth
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ยฏ_(ใƒ„)_/ยฏ

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(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

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โ”ฌโ”€โ”ฌ ใƒŽ( ใ‚œ-ใ‚œใƒŽ)

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Why is it that when I flip the table it is really big, but when I unflip it, it is smaller.....

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That is one magical table

polar hawk
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it takes damage on flip

dark depot
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^

heavy relic
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is rtx stuff going to be merged in soon?

cloud cobalt
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More like is rtx stuff going to be merged

heavy relic
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i assume so since dev-rendering hasn't seen a merge in a while

dark depot
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cant wait to see everyone just turning on all the RTX features not caring about performance like what happened with Volumetric fog for a bit

heavy relic
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lol

dark depot
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like the gamejam after it gets added is just going to have everything on EPIC haha

cloud cobalt
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Well it's a game jam, not a commercial released project that has to be optimized in order not to get shredded in reviews

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So i'ts fine

dark depot
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yeah

cursive dirge
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@polar hawk will you start streaming in 2h or later?

dark depot
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he hasnt streamed gamejam games in a while

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oh snap i just read gamejams haha ignore me

maiden swift
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@elfin jacinth Looks like it's one of those expanding tables where you pull the sides out and reveal a middle section.

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At least on my display it does. ๐Ÿ˜†

dark depot
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yeah it broke the middle leaf

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so its missing when it got flipped back haha

worn granite
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Actually y'all both wrong

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its an animation effect

dark depot
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ahhh haha

worn granite
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its like when a slime in a game jumps or lands

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you're setting the table back gently, so no deform there

south abyss
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Hello, do anyone know how can i trigger an event/function in an actor when i place it in the world? (obviously will be triggered only in editor) The best approach I've found is to set an event to play in editor and trigger it manually from the details window (same as with public variables)

dark depot
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that sounds like the best way but you can also look into the new editor scripting things

south abyss
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omg, gotta ask there

dark depot
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they have links that are a good place to start

cosmic zenith
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if ones looking for info on blueprints and such what are the best tutorials?

worn granite
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MathewW does a series on all the nodes called WTF Is

cosmic zenith
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hmm

plush yew
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Amish most are videos;(

worn granite
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this is gonna sound dumb, but the contextual search is often a good help.

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If you read the docs, particularly the Game Framework, and you watch the official channel's series on BP - that can be a good start if you're the kind of person who can dig in on your own.

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Just knowing the right terms will help when you start dragging wires out and searching what can be done from that context (in the BP editor)

crude jasper
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Guys

plush yew
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Guys yes

crude jasper
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sry

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If i want to stop a player in air w

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what do i do ?

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like

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i jump and after a delay it stops

plush yew
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just modify jumping nodes for that character @crude jasper

crude jasper
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no

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maybe i dint make myself clear

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i mean jump and while mid air

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it stops

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like floats

plush yew
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yea

latent terrace
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woah, I've just achieved a new level in unreal engine

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made a widget and made it have focus and set the opacity to 0.01

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hax

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๐Ÿ˜„

plush yew
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qndel from?

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is it possible to make real time destruction using nvidia blast?

latent terrace
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from Poland, why?

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@plush yew

plush yew
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me too

celest swallow
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<@&213101288538374145>

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@latent terrace

upper heart
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what?

celest swallow
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Whoops

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Sorry

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FBI OPEN UP

pallid compass
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what

latent terrace
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? xDD

maiden swift
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@celest swallow Please don't tag us unless someone is disrupting chat or otherwise breaking the rules.

celest swallow
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Ok

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Wait @maiden swift your online?

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!help

plush yew
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@celest swallow, Sent you a DM with information.

celest swallow
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:roll

pallid compass
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inb4 hes asking how do i make MMO

celest swallow
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inb4 hes asking
how do i make MMO?

plush yew
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who

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xD

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ah lmao the tag

celest swallow
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Hello

pallid compass
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when u add text widget on to your button and suddenly all ur buttons shrink to 1/6 the size \o/

ruby folio
manic pawn
#

huh

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valve making something good is unexpected

tawdry raptor
pallid compass
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Might wann look in too the basic's of spawning actors and mesh's in the world

oblique coyote
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@tawdry raptor Just use a actor and then spawn that said actor.

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Anybody here has experience with ue4 modding ?

trim pier
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anyone know if its possible to combine two static meshes during a game?

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i.e. an event during game spawns a new actor that i want to combine with one that already exists

stoic dew
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Why isn't unreal showing up in task manager rofl? I have had to restart my pc twice because unreal freezes up making my pc unresponsive only to find out its not in my list of running processes

grim ore
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@trim pier you might be able to attach one actor to another to get the result you want

manic pawn
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if unreal isn't shown in the process list, it's not running...

tawdry raptor
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i had a virus destory a hard drive today

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heard music in the background and with nothing on

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then my drive died

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funny thing it only shows up in mac osx and not in windows

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i blame the russians

stoic dew
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@manic pawn I am using the editor right now. My process usage is at 100% while ue4 is building shaders but no no unreal process in my task manager

manic pawn
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that's actually impossible lol

stoic dew
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Its really not

manic pawn
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the process will show up as UE4Editor.exe

stoic dew
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but alright ill try to figure out why its doing it on my own

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its not showing up at all

trim pier
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@grim ore I'll try. BTW your videos have been really helpful for me; thanks for making them.

grim ore
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Awesome, glad to hear ๐Ÿ˜ƒ

proven aurora
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What's the best way to move a lot of assets/folders at once into a different folder? Like a couple hundred of them. I tried just moving them in-editor but it took ~2 hours and lagged out my PC, then got stuck on fixing up redirectors and I ended up just closing it.

pallid compass
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Love them in the editor

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do not move them outside the editor

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or u are in for a world of fuckery and sadness my friend

manic pawn
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put the project on nvme ssd before doing it with the editor

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(it should be on one anyway)

worldly edge
manic pawn
#

update the driver

tawdry raptor
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how come everytime I drop my object in unreal it keeps rolling away?

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what are the best settings to use so my object doesnt do this?

worldly edge
#

@manic pawn The message doesn't make sense to me. I mean the recommended version is lower that the one installed

manic pawn
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yeah the message is a bit borked

worldly edge
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wow rooKek

manic pawn
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it's supposed to recommend a newer one

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not sure what happened there

grim ore
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no it's working right, it's recommending an older stable version. The dev responsible for the popup just never actually tested all cases

manic pawn
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the new version was tested to also work though

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and didnt the problem only affect 10 series cards

dim scaffold
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I have a question regarding using the Migrate feature. Anyone know what channel it belongs in?

manic pawn
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here

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probably

drowsy basalt
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Does a client have a player controller?

ruby light
manic pawn
#

@drowsy basalt yes

drowsy basalt
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@manic pawn is that only when a separate instance is connecting? While in the editor if i tell ue4 to have 2 players. Player 2 cannot cast to its own player controller...

manic pawn
#

wym cast to its own player controller

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for the second client controller 0 will be his

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you should read the pdf

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where is it at again

polar hawk
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6 hours into game jam playthroughs

sonic pagoda
#

awesome presentation so far

manic pawn
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huh what presentation

sonic pagoda
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the presentation of the game jam

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you are aware there was a gamejam and Karol won?

manic pawn
#

what

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no I wasn't even aware of a game jam happening at all lol

sonic pagoda
manic pawn
#

lmao best game

sonic pagoda
#

lot of great games, but we shouldve clicked that hot link saying something about rules.. i just figured all the rules were the ones on the jam page

queen arch
#

I won a booth at Pocket Gamer Connects Helsinki

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And I feel like I'm gonna make a fool out of myself

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Because my game sucks

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Just wanted to put that out there

sonic pagoda
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lmao

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wheres your game

queen arch
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The asset '/Game/Mine/Blueprints/WorkingCamera/BP_CameraPawn_Tick011' (BP_CameraPawn_Tick011.uasset) failed to save.

Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.

#

any ideas why?

proper quiver
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does UObject network? I can't seem to get it to call anything multicast / replicated to client

weary basalt
#

No its not

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You would need AActor for that

proper quiver
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ahh ok thank you

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I'm also unable to convert the UObject to an AActor unfortunately, does this mean I need to remake the entire thing?

winged sphinx
#

Are there issues with rotation gimbal locking in UE4.20 using the details -> transform window in a BP?

#

Rotating components results in some pretty intense issues only in UE4.20, not in 4.19 or 4.18.

#

For some reason, not only is rotating components "stuttery" in 4.20, but going past 0 or 90 causes the gimbal to freak out and start pumping out some gimbal locked values. It also stops updating to new values, freezing until the asset is reloaded.

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Thing is, this is in editor, not via code, and doesn't happen in 4.19. Is this something other people are experiencing? I can't rotate components that are children of other components without having the issue. Haven't seen any reports of it elsewhere.

barren coyote
#

hey, is there any disadvantage to having plugins enabled, or advantage to having them disabled? I am thinking of things like Android adn IOS plugins, since I am not making a mobile game if I disable them I expect it wont make any difference to the end product, but maybe disabling them will free up resources for editor?

plush yew
#

its good to have hope glog

barren coyote
#

๐Ÿ˜ƒ

leaden dust
#

where th do I learn unreal c++

barren coyote
#

google search page is a good start

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it should find the epic documentation site

winged sphinx
#

@barren coyote I would disable most plugins that you don't need just for cleanliness but you won't notice much of a performance improvement.

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@leaden dust C++ is a pretty intense language for a newcomer, you'd be better off looking for online teaching tools and such not intrinsic to UE4.

plush yew
#

why u need c++ for @leaden dust

worn blade
#

question , anyone wanna make 10 USD to show me how to make my procedral level generation replicate to my clients ?

winged sphinx
#

@worn blade That's very little money for a relatively complex issue that can be tackled in a plethora of ways.

worn blade
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its what i can afford xD

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but i just want it functioning

winged sphinx
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You run the generation code/BP on the server, and then spawn the interactable components on both the server and clients (where relevant)

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The server basically needs to do all the heavy lifting. The clients obviously need to have the meshes and such spawn on their end as well.

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But only if relevant. If the player isn't in the level, for instance, doesn't need to spawn the meshes.

worn blade
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i cant figure out how to make it replicate on the clients

winged sphinx
#

Do you know how to replicate data in general?

worn blade
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not really

winged sphinx
#

So then you should probably follow a tutorial about basic network replication.

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Instead of tackling something so intense.

drowsy basalt
#

So i've been reading the networking compendium pdf and have come to the conclution that the game state should be replicating in one direction, from server to client. However, i have found that this isn't happening.... anyone got a second?

plush yew
#

nice how do you set nodes for basic hosting game and joining it?

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i cant extract that part from vid tutorials they all mess around with UI and stuff

#

What would be the meaning of "full-stack game developer"?

grim sinew
#

Nonsense

plush yew
#

theres no full stacks

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How would you call someone who can do everything and solo dev? ๐Ÿค”

grim sinew
#

Friendless

plush yew
#

hahahahaha

grim sinew
#

You never work on a game solo unless you legitimately have no friends that can help you out, it's an insane proposition and there's no way you're going to be competent at both art and code to their fullest extents

plush yew
#

LOLLL

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heuu...

grim sinew
#

I'm sure saying that is going to make me very popular

plush yew
#

Well, you are making me a unicorn, I won't complain...

grim sinew
#

Seriously though it's such a wide range of skills that nobody that says they can do it really can

#

They're either mediocre at everything or good at one thing and severely lacking otherwise

plush yew
#

i agree zero

#

or more like

#

lifeless

#

Can I bust your myth, like right now?

grim sinew
#

Even still, there are programmers and artists that pour their entire lives into the profession and take decades to reach the top of their fields

#

Anyone who says they can do both is deluded or doesn't have their sights set high up enough

plush yew
#

Obviously, it`s not common. But to claim it's impossible?

grim sinew
#

You would retire before you hit that point

plush yew
#

๐Ÿ˜‘

grim sinew
#

You would be in your late 50s or early 60s

plush yew
#

being mediocre at everything is good

#

I'm a former QA-Microsoft Compliance Tester (2 years) / Sr. Game/Level Designer / 3D Artist / Software-Web-Game Programmer
So...

grim sinew
#

Even a good 3d generalist struggles to truly be proficient at every aspect

whole quarry
grim sinew
#

Character art alone requires an absurd amount of anatomy study

cloud cobalt
#

I actually plan on making my 3d game solo, and I'm confident I can do both art & programming

#

Obviously not stuff like character art etc

plush yew
#

I'm making an indie FPS game solo. The only thing I might not do is... Sound FX.

grim sinew
cloud cobalt
#

Nope

plush yew
#

No, would be a serious waste of my time.

#

XD

grim sinew
#

That's what I mean when I say it's not possible to do everything.

plush yew
#

xD

grim sinew
#

You will never hit a level like that when you spread yourself so thin

plush yew
#

no need for good graphics

grim sinew
#

Not even just good graphics, good artistic ability

plush yew
#

I mean, I can do that, but I`m making a Japanese Anime style game. So.

#

anime guy

cloud cobalt
#

Not all art is heavily skill-intensive

plush yew
#

Detail intensive

cloud cobalt
#

And not all programming is, either

grim sinew
#

Detail has nothing to do with good looking art

#

That drawing was probably done in an hour at most, it's broad strokes

plush yew
#

I`m not a fan of the 10,000 details art

#

It think it`s a waste of production time

#

Like trying to make CG comic books., there is no time for that

grim sinew
#

Alright, show what you've made.

cloud cobalt
plush yew
grim sinew
#

Alright, now what part of that is yours

plush yew
#

The gun lul

grim sinew
#

If I had to guess I'd say you had 2 years experience with 3d art. Approximately.

#

Am I close?

#

It has the tellings of a new 3d artist, everything's very cubic and flat. There's no depth to it

plush yew
#

Been using 3D apps since 2005.

winged sphinx
#

can all the edginess and pretentious insults calm down

plush yew
#

I didnt design the gun, it was given to me.

winged sphinx
#

we just all like making games

#

chill

plush yew
#

I just did what the art director asked me to do.

#

Adam Wood designed the gun.

grim sinew
#

There was an art director on a game mod?

cloud cobalt
#

The gun is fine

plush yew
#

No for the game

grim sinew
#

I can't pin that 100% on you

plush yew
#

lul.... this guy

#

Excited for UE 4.20.2! woohoo unreal

cloud cobalt
#

Are you for real @grim sinew

plush yew
#

It's oky man. I still like you. But that's from a concept artist at Epic

grim sinew
#

It's entirely possible for a skilled person to make a bad concept

plush yew
#

oof why nobody answered my question

cloud cobalt
#

You'd have to be an exceptional artist to back that attitude @grim sinew

plush yew
#

hi gothicserpent btw

#

hey Nitro

#

whats up

#

@plush yew What is the question

grim sinew
#

The attitude of what? That I don't think it's a strong concept?

plush yew
#

About real-time, not pre-fractured destruction

cloud cobalt
#

You're shitting on two separate artists from Epic, I'm just wondering what's your qualification for it

grim sinew
#

Pure opinion. I think it has a weak silhouette and not much depth which gives it a very flat look, especially ingame where you can't fake lighting in post.

plush yew
#

@plush yew you got your UE / VS working right?

#

Yeah

#

I remember earlier we were talking about it

#

that's good man.

grim sinew
plush yew
#

Oh I`m not from Epic. ๐Ÿ˜ƒ I would like to clarify that Unreal Tournament Pre-Alpha was developed by the UT dev team and they were open to work with some community members on certain assets. The cherry picked what some of us were doing on the forums, if that met the level of quality that they were looking for, they would contact us privately and we would continue the work, finish the asset, etc. Volunteering work.

grim sinew
#

It has a lot of very flat, unbroken lines to it

#

It's just not a good concept.

plush yew
#

I reinstalled windows (not because of this), and the nvidia branch compiled successfully

grim sinew
#

Not a distinctive silhouette and very little depth on the mesh

plush yew
cloud cobalt
#

Both the concept and the asset are fine, as far as the Enforcer goes - the basic weapon for UT since generation

#

It's meant to look dull

grim sinew
plush yew
#

@plush yew i see. i might be doing a fresh install of win10 on a 970 evo soon. process wasn't too time consuming i hope

#

I`ve seen countless concepts and that Pistol was one of the strongest concepts.

#

I just don`t like the back

grim sinew
#

It doesn't matter to me where someone works, it's not going to tint my opinion one way or the other. As far as I'm concerned you look at the art in isolation from the rest.

cloud cobalt
#

The enforcer looks dull, plays dull, sounds dull. It's kind of the point.

plush yew
#

But it's production work. At some point you need to cut and say oky we take this one.

grim sinew
#

Right. And I get that. But that doesn't make it look better.

plush yew
#

Adam made like 50 concepts and everyone kept saying no, no, no. At some point you need to pick one and move on.

cloud cobalt
#

In any case, that's hardly a case for "people can't do art and be competent at something else too"

plush yew
#

And if it can make you happier, eventually they replaced the model with another one.

#

I also already tried nvidia blast project, and it didn't see anything which can help me to make the destruction process in real-time...

cloud cobalt
#

Einstein famously went to showcase his work to an uninterested audience and played music instead

plush yew
cloud cobalt
#

There's a long list of engineers and scientists being absurdly good at art

grim sinew
#

Alien heads are my favorite pistols

#

There we go, discord wasn't uploading it

plush yew
#

Yup, more DOOM-ish if you like

#

Not my contribution.

grim sinew
#

But yeah, stronger silhouette, it's a better concept. Just more visually interesting because they break up that perfectly smooth outline.

#

I vastly prefer this one

plush yew
#

I think it's worse, but that's just my unprofessional opinion ๐Ÿ˜›

#

ok, nobody is going to help me, ill continue searching in internet

cloud cobalt
#

The part I would agree with is that you can't learn both art & programming at the same time and hope to be good at both. In my case, I've had school & work to teach me one for the past decade - the other I learned on my own, and sure, it's not as good, but players don't appear to find it that bad

plush yew
#

you can learn whatever you want as long as you put in the time and efforts to get to the top.

#

And sometimes, you need to learn what are your own limitations.

#

By example, I`ve been able to perform in Taekwon-Do ITF, pro gaming, game/level design, art and programming.
But skateboarding? Im a lost cause.

#

I still enjoy it

#

But Im terrible

#

@plush yew i might have a link for you. I'll DM it okay?

#

ok

#

thanks

#

don't worry, you'll probably get it working quite soon.

#

no problem

#

Someone could easily go to school to learn programming and come back home and learn 2D/3D art

grim sinew
#

Learning 2d/3d art is not the same as being fully proficient at them.

plush yew
#

If you want to get good at anything, there is no shortcut

grim sinew
#

Same as how learning to program won't make you qualified to write MMO servers all of a sudden.

#

They all take insane amounts of time to study and reach a high level in.

cloud cobalt
#

No one is saying you can do a MMO solo

#

That would be absurd

grim sinew
#

I didn't say anything about doing an MMO solo

plush yew
#

And i don't know why you are so obsessed with getting really good or expert at anything, because you really don't need to be an expert to make games like Fortnite.
Sorry

#

Paw Patrol?

#

have you seen the art?

grim sinew
#

Never heard of it

cloud cobalt
#

You don't need to be an expert to make games your players like

#

Which is the important part

#

No one cares if it's Fortnite

plush yew
#

But hopefully, you get the point.

#

There is a difference between becoming an excellent artist and being a game artist.

#

A production artist.

grim sinew
#

Games like Fortnite are the exception, not the rule. Most games in the AAA space are realistic, like Battlefield.

cloud cobalt
#

Who said anything about AAA

#

It's also not even true either

#

Just look at all Nintendo games, or Blizzard games

plush yew
#

The majority of games don't require top artists.

grim sinew
#

Nintendo and Blizzard hardly make up a large part of the games coming out

#

And both of them are at the top of their game in their respective styles

plush yew
#

Also, not many 3D artists are good at designing their own stuff. Concept/technical modeling are usually two jobs by 2 different individuals or more

grim sinew
#

Making Tracer in Overwatch isn't going to be easier than making a character in Battlefield

plush yew
#

I`m a fine 3d artist, Im not so great at 2D design

#

Give me a concept, i can do anything

cloud cobalt
#

Okay, i'm done here, the amount of moving the goalposts is through the roof

plush yew
#

@cloud cobalt ๐Ÿ’—

winged sphinx
#

lmao this is still going on

#

I just want to know if other people are having issues with subcomponent gimbal locking in-editor for BPs.

plush yew
#

Beautiful healthy channel. Isn't that great?

grim sinew
#

Yes surprisingly conversations over text sometimes go on for more than 20 minutes, shocking.

plush yew
#

@winged sphinx I read it could be an issue with 4.20

sudden agate
#

I wish AAA titles wouldnt exist. They do more damage than good for the Gaming industry

winged sphinx
#

@plush yew Just making sure, I had someone reproduce it successfully.

#

But it's a pretty major bug I'm surprised wasn't patched in 4.20.1

grim sinew
#

They're necessary. Indie games don't generally bring in the general audience and self publishing everything means you're risking a ton on every game's success

#

The industry would not be as advanced as it is now with its various tools if not for its size.

sudden agate
#

@grim sinew You can create "AAA" titles without rolling out the same shit every year.

grim sinew
#

A lot of AAA games flop and fail, but the stability it means for the developers involved is something you couldn't get otherwise

plush yew
#

@sudden agate Devs are sensitive, don`t be too harsh. They might hate you

grim sinew
#

I don't hate anyone specifically, I hate everyone equally โค

sudden agate
#

My hate goes more towards the Publishers

winged sphinx
#

now thats what i call edgy

grim sinew
#

Discord needs a woosh emote for you @winged sphinx

plush yew
#

They arent the one buying those games and driving the industry

#

I'm not saying game creators are completely innocent. I'm just saying that at the end of the day, it's who buy the product that drives what those creators will do next.

grim sinew
#

Self publishing is an incredibly high risk for a lot of developers and just not viable. You can't get teams with hundreds of people and then have the game -not- sell if you self publish, you're dead on your first flop

plush yew
#

Activision kept making CoD games, because people keep guying them. Same for ubisoft with Assassin's creed or fortnite skins, zombie games, etc.

grim sinew
#

And unlike a lot of products where you have an ongoing cost as you make more sales, the cost of making a game is mostly up front cost of development. So the same rules as a regular business selling scented candles or whatever don't apply

plush yew
#

There are many ways to build a fan base these days and many game companies are stuck in their old ways of just being a game dev

grim sinew
#

Well yeah, because they value stability over risks.

#

They do what they know works. I don't personally think it's a long term sustainable method, but it keeps them afloat

dim arch
#

I am using a finterp node to lerp between two transforms

#

except its often spinning

#

kinda like how the sequencer bugs out sometimes and does a 360 to reach a rotation value

plush yew
#

That was my point, to just develop games doesnt work anymore. That's a bad business model

dim arch
#

is there any way to fix or dampen that effect

sudden agate
#

@grim sinew But doesnt that mean that you have to stagnate to survive? Not really the best

grim sinew
#

They don't stagnate. Compare the first Assassin's Creed to the later iterations. It's notably improved

#

Things are a lot less janky and they refined a lot of the mechanics

#

I tried replaying it last year and it really did not hold up

sudden agate
#

but fixing bugs is nothing I would put on my "My game has this" list

grim sinew
#

Games are very iterative as a medium, you always improve upon what came before

plush yew
#

That`s why after 15 CoD games the franchise will finally have learnable recoil patterns.

#

๐Ÿ˜‘ ๐Ÿ‘Œ

grim sinew
#

...as someone that hasn't played CoD since 4, was it really random until now?

plush yew
#

To my knowledge, yes. Was random all along.

#

I could be wrong doh.

grim sinew
#

Ouch. I think I prefer the CS model to spreads, where there's a learnable spread with a bit of randomness so you can't aimbot as easily

plush yew
#

But in the latest conference, they said loud and clear that it was a new feature.

#

the learnable recoil pattern

#

There is still hope ๐Ÿ˜›

#

CS isn't bad.

#

I'm just a little bit disappointed that CSGO follows the same old gameplay format from the 90s. Same for UT Pre-Alpha.

grim sinew
#

Give CSGO a spinfuser, then I'll be happy.

#

โค

plush yew
#

haha

frank escarp
#

cod has never needed recoil patterns

sudden agate
#

CSGO is bae

frank escarp
#

becouse baically everything is a death laser

#

and thats by design

#

that way the skill gap is lowered

#

in COD, if you flank someone, he dies instantly

plush yew
#

And you enter the book of bad game design

frank escarp
#

in something like CS, unless you hit the headshot, he kills you

plush yew
#

but sells to the many

frank escarp
#

and in CS you arent going to flank people nearly as much, due to the level design

grim sinew
#

Yeah, people will buy a game that makes them feel good over a game that's designed well ๐Ÿ˜ฆ

frank escarp
#

and in a game like quake/ut, if you flank someone, that means literally nothing becouse he does a 360 and wrecks you

#

Cod is made so that everyone can do "something" in the online even if they are super bad

#

thus the instakills + aim assist

#

i once won a COD match in a games convention

#

without having ever played COD

#

and not playing shooters on console,,ever

sudden agate
#

Can you actually "learn" in CoD?
I've drastically improved since I watched some professional matches regarding spots and tactics (and my Aim is really bad).

frank escarp
#

no

#

you can improve, but the skill celing is ultra low

grim sinew
#

Well you can surely learn map layouts and such at the very least

frank escarp
#

professionals dont count, they use special gamemodes and special rules

sudden agate
#

made for kiddies

plush yew
#

"Yeah, people will buy a game that makes them feel good over a game that's designed well ๐Ÿ˜ฆ"
Yeah, I have an animated .gif for that.

frank escarp
#

thats why the arena FPS genre is dead

grim sinew
#

Ooo, show us

grim sinew
#

And arena fps are in a weird space where everyone wants quake 3, but nobody wants to play quake 3

frank escarp
#

the arena FPS worked when it was the popular genre and everyone played it

#

but today, there are too many games

#

and players just wont go in a game with a big learning curve

#

thats why League and Dota are stagnant with player counts

#

no one wants to learn the game

#

becouse learning dota is at least 50 hours

#

while you are a complete noob that has zero clue what he is doing

grim sinew
#

To be fair those games don't have the best reputations either

#

I avoid League solely so I'm not even more cynical than I already am

frank escarp
#

about dota

plush yew
#

Arena FPS don`t work well, because they are coming straight out from the 90s.
Quake and UT were mainly based on duels. It's not a good design to get more online players. It's better to design games that appeal to ''friendS''.
And to start with a weak gun, then have to run around to finally maybe get the opportunity to use your favorite gun isn't something that appeals to a lot of people.

frank escarp
#

GABEN just made an announcer pack

#

and he literally goes "Hello im gabe newell, and you just achieved first blood, have fun"

#

and a bunch of other memes

#

"You have done more kills than 2 but less than 4"

grim sinew
#

What I noticed in a lot of arena fps is you just end up getting chain killed in some big multiplayer servers. You spawn weak and just have no response to someone coming at you with a rocket launcher, assuming equal skill

frank escarp
#

announcement of the gabe newell megakills pack

#

with a funny skit

plush yew
#

Also, Quake and UT are trying hard to stay reminiscent from the 90s without learning from more recent games like HALO. And what I mean by that is ''quick melee button'', headshots and ''abilities'' instead of just having guns.

frank escarp
#

the genre has evolved into stuff like overwatch

#

wich gives you the arena FPS feel if you want (some characters)

#

but has characters that are easy mode or even COD style gameplay

#

fucking BRILLIANT from blizzard

#

to have a shooter that has that many heroes so different playstyles are possible

plush yew
frank escarp
#

lawbreakers was very solid

#

it just was a pure arena fps

#

and pure arena fps are dead

#

completely dead

#

watch quake champions fizzle too

plush yew
#

AFPS players wouldn't agree that LB was a AFPS, but I understand why many people think it could be one.

frank escarp
#

becouse AFPS hate everything that isnt quake 3

plush yew
#

Generally, AFPS refers to duelgames like Quake and UT or Reflex or Warsow.

frank escarp
#

LB is an arena fps by literally every goddamn definition you want to get

plush yew
#

LB wasn't really about map control like Quake and UT are.

#

There are health vials... that's about it

#

Of course, we could argue that Quake and UT were just a ''gametype'', I wouldn't disagree.

grim sinew
#

Thing is there have been successful fast shooters at least, like Tribes Ascend did well until Hi-Rez ran it into the ground with making every new weapon overpowered to encourage microtransactions

#

So it can work, just not that time

plush yew
#

All I'm saying is when I talk to those AFPS players, Quake and UT players), they just don't perceive LawBreakers as a AFPS at all.

frank escarp
#

no wonder lawbreakers died

plush yew
#

I really liked Tribes Ascend, I just wished it had smaller environments like Halo

frank escarp
#

it went for the absolute most elitist crowd in PC gaming

#

wich are like "quake 3 or nothing" but then dont play quake 3 XD

#

every single arena fps game has failed

#

all of them, no exceptions

plush yew
#

Actually, LawBreakers is much much closer to Overwatch or halo Reach

frank escarp
#

and it has failed HARD

plush yew
#

It`s actually a bad version of Halo Reach, gunplay-wise

grim sinew
#

Tribes doesn't work with small environments, is the problem. You can't have small environments when you move at 300+mph

plush yew
#

There are 5 roles with strong hitscan weapons

#

And high fire rate

#

It just didn't have the rhythm of Quake and UT. It was pure spam

#

non stop spamming

#

Like 2-5 opponents full firing. It wasn't great design.

grim sinew
#

It's okay we have RTX now, we can have 10 gigascans

#

10 billion hitscan weapons firing at once

#

In both the best and worst possible use of that

plush yew
#

lol, it just doesn't feel good as a shooter, because you don't have to time your strafing or else to make your opponent miss like you can punish players in Halo, UT or else

#

And LawBreakers had 3 abilities on cool down and reloads

#

meaning, the general strategy was to go 3 vs 1 everyone

#

they would run out of everything and automatically die

frank escarp
#

its also not a game that fits well on consoles, and consoles are super important to get more sales

plush yew
#

The saddest part about a game like LawBreakers is that every game designer should play that game. But in September, the servers will shut down and no one will be able to experience that game ever again

frank escarp
#

i think it failed even harder on console

grim sinew
#

It always seems silly to me that they would rather make the game unplayable than add in direct IP connect

plush yew
#

ยฏ_(ใƒ„)_/ยฏ

#

I think it was silly that a game made by Cliffy B who previously worked on UT ended up not adding a server browser or mod support.

grim sinew
#

There was no server browser?

plush yew
#

None

frank escarp
#

no dev wants a server browser

plush yew
#

You need one

frank escarp
#

you cant control matchmaking with them

#

there is a reason why they arent added in modern games

#

and its a publishing decision

#

not bevcouse they are any hard to implement

#

becouse they are trivial

#

its becouse they dont allow people to self-host dedicated servers

grim sinew
#

I know this is an opinion many don't share, but I think matchmaking isn't good to have as the only option

plush yew
#

Because what happens is your matchmaking at some point implodes if your CCU reaches a certain low number of players. The Server Browser allows the game to live and the CCU to re-increase

frank escarp
#

its not

#

yeah thats what happened with lawbreakers

grim sinew
#

I don't like matchmaking, the assurance that you only win 50% of your games if the system works as intended

frank escarp
#

the matchmaking imploded

grim sinew
#

I like having super skilled and low skilled people in the same room, it makes the matches more interesting

#

Someone will pull something out I've never seen before and push me to get better

plush yew
#

And LawBreakers had custom game, but only for friends only. So when the CCU went low, no one could find friends so no one could play

#

They used Discord and setup custom games

grim sinew
#

I wonder if things might have been different if they had the Starcraft 2 model where if you own the game, you can temporarily get -anyone- you know to play the multiplayer with you while you're in a party together.

plush yew
grim sinew
#

Because right now, SC2's co-op mode is the most popular mode that game has

plush yew
#

I heard many great things about SC2!

#

just not my cup of tea

grim sinew
#

Blizzard basically brought it back from the dead with that co-op mode. Being able to invite any of your friends to play did wonders and co-op has over 10x the players ladder does now.

#

It's both less stressful and more fun since you're always with a friend

plush yew
#

I still think that Halo 2 was one of the most solid multiplayer games ever made, because back then we had no Grades (XP), unlockables, stash boxes, buy skins, etc. It was just gameplay and matchmaking ranks.

#

In LawBreakers, even if the gameplay was fun. The leveling was slow and the stash boxes werent great, so when the player finally leveled up... he just felt empty handed.
if lawbreakers didn't have leveling or stash boxes, it would have been better that way

grim sinew
#

I don't mind Halo 3 adding unlocks through ingame achievements however. That was a good addition and where I feel unlocks should have stayed.

#

Not through xp but just by doing things that took skill

plush yew
#

What I personally noticed with Halo 3 was the death of custom games

#

I think players could only earn XP in matchmaking to unlock stuff

grim sinew
#

There was no XP in Halo 3 for unlocking things

#

At all

#

You did the thing and just got it

plush yew
#

How did you unlock armor parts?

grim sinew
#

Get certain achievements, beat the campaign on legendary, find all the collectable skulls, etc

plush yew
grim sinew
#

Yeah that one was silly

#

But I mean things like the campaign on legendary or the skulls, or the achievements which were multiplayer achievements a lot of the time

#

They were fun to go for and you only had to do it right once

plush yew
#

I just rememberthat unlockables moved the focus that players had and discouraged them from playing custom games normally.
It`s like if you add a challenge to kill people with a Grenade launcher in CoD, expect players to play for the achievement during like a full month

grim sinew
#

Like the scout helmet. Kill a banshee in multiplayer with the spartan laser. Once, ever.

#

Halo 3's custom game selection suffered a lot, I know that. There was a pretty strict limit, I think you couldn't have more than 6 files uploaded, so if you got into custom games you needed to delete them to play more

plush yew
#

''Hey buddy we need you here!``
''sorry pal, I need to hit that shot with this gun to unlock my cool helmet''

grim sinew
#

And that 6 files included screenshots and videos too

plush yew
#

souvenirs

#

Didnt even remember that

#

Have you been impressed by any UE4 game recently?

grim sinew
#

DBFZ

#

I wish I wasn't as terrible at it, but it was great

#

And I finally got around to playing Robo Recall a month or so ago, that was pretty fun

plush yew
#

OMG DBFZ looked amazing

#

I was so impressed

grim sinew
#

It's as fun as it looks, but without there being anything you can do to break out of a combo, it feels even more touch of death-y than marvel 3 did.

#

At least in Marvel you had team aerial counters that could -sometimes- save you

#

There was a gif someone sent me at a tournament where a guy got caught in a combo, put the controller down, and just started texting someone since there was nothing he could do until his character died.

plush yew
#

Well, I won't comment on the gameplay. But the art is the reason why I bought it. ๐Ÿ˜ƒ And kids can have fun too ๐Ÿ˜› even if they have no idea what they are doing

frank escarp
#

they have a GDC talk about the art

#

its one of the top GDC talks ever

grim sinew
#

Yeah, it has a pretty good skill floor to it with that auto rushdown, that was a good call.

plush yew
#

I know there was one for Guilty Gear Xrd

frank escarp
grim sinew
#

And the basic autocombo

frank escarp
#

its the exact same tech @plush yew

#

literally the same thing

plush yew
#

yeah

frank escarp
#

just ported to ue4

#

they dont even use custom shading models

#

everything is done as a material function XD

#

and plugged into Unlit

plush yew
#

That's precisely how some of us are going to make Japanese Anime looking games

#

They pioneered that workflow

frank escarp
#

still no one can replicate

#

becouse it needs god tier artists

plush yew
#

wut? nah I've seen it being replicated twice already

grim sinew
#

Which games?

grim sinew
#

Looks pretty cool

#

Does it work with multiple light sources? If it's all in the material function they can't get light vector at all, right?

plush yew
sudden agate
#

The famous "Light Vector" in Materials lul

plush yew
#

I can`t comment on that. I really don't know exactly how those guys made their shaders.

static viper
#

oh thats what its called?

#

light vector?

plush yew
#

They followed the Guilty Gear Xrd conference and probably deviated a bit somehow

frank escarp
#

@grim sinew unity has enough stuff to allow you to change lighting iutself

#

unreal doesnt

#

on guilty gear they just ignore the lighting

#

and send the light data as a uniform parameter

#

each character has its own light

plush yew
#

Would that be expensive in a 3D game?

#

should be

#

I mean 3rd person, FPS ,etc

#

If you have 10 characters like that

grim sinew
#

Well there's only two on screen at any time generally, right?

plush yew
#

In a fighting game you got 2-4 chars

#

But what if it`s a 3rd person adventure game

grim sinew
#

16ms is a long time when you don't need to worry about massive scene complexity or anything dynamic but 2-4 characters.

#

As for third person adventure, yeah I could see specific lights for -everything- being expensive

plush yew
#

I wonder if their method works mainly just for fighting games with 2-4 characters on screen only

grim sinew
#

Different engine. If you can get light vector naturally, you don't need a complex lighting setup

#

Since you can build the entire shading model from scratch

plush yew
#

@grim sinew thanks

#

I have yet to mess around with those custom shaders

grim sinew
plush yew
#

you did?

grim sinew
#

Nope, I don't speak Chinese either.

#

That's not mine

plush yew
#

ha

grim sinew
#

But yeah you can do some pretty anime stuff even with a PBR shader

plush yew
#

I don't know about hand painted, but it looks nice.

frank escarp
#

toon shading like this is actually a lot cheaper than normal shading

#

a lot cheaper

plush yew
#

I mean the way we texture stuff now with substance is so different

grim sinew
#

Different for the better. I never want to go back to photoshop

frank escarp
#

the guilty gear toon shader is literally a cosine check and a couple multiplications

plush yew
#

at the hand of the day, it still is just us messing with black and white images

#

One day I want to see a game based on the art of Marc Silvestri ...

#

Similar to how Darksiders came from Joe Madureira

grim sinew
#

The hatching on it is so vital to the style in all the pictures I'm fidning

plush yew
frank escarp
grim sinew
#

I do not envy the man that had to detail all those bricks and scales

frank escarp
#

Clyde bot doesnt let me post another great picture from berserk

plush yew
#

hahaha

#

I saw a video recently on facebook where the artist can draw like almost perfectly real life stuff and was like... at that point, don't you want to just take a Photo?

#

XD

frank escarp
#

the artist is kind of insane

#

all dem lines

plush yew
#

Berserk is legendary

#

๐Ÿ‘Œ

frank escarp
#

they made a 3d anime of it

#

its trash

#

absolutely horrible

plush yew
#

Matter of taste I guess

#

I didn't think it was that bad

grim sinew
#

Because if you can draw perfectly to real life, you can make fictitious things look real too and make that patreon money

plush yew
#

Not my favorite either, but hey

frank escarp
#

look at dem gifs

#

the TLDR is that the studio went to do a 3d anime without knowing 3d

#

or the tools

#

even the director never directed a 3d thing and went HAM on the camera movements, creating a pure clusterfuck

plush yew
#

oh wtf

frank escarp
#

Then a series of predictable issues followed. Not only were the highly detailed character models too much strain on the viewport in their 3DSMax software, the staff had difficulties getting these models to render at all. Without the time to find a new solution, the staff were forced to simplify these models that were originally meant to replicate as much detail from the manga as possible. The removal of lines and edges meant that their designs could now be practically animated with the hardware at GEMBA, but they also deviated greatly from their original plans for the look of the show.

plush yew
#

oky that`s not what I remembered, I guess I was thinking about the other series
but that 3D is horrific

frank escarp
#

the older movies are alright

#

they are well made

#

this thing isnt

#

not only the 3d models and textures are shit

#

the animation itself is TRASH to a huge degree

fierce tulip
#

when your client decides to move the animations (for which you made loads of vfx and added them to the timelines in persona) to another folder by deleting them all, and reimporting them into the new folder

#

"just re-add them"

frank escarp
#

source control is a thing, no?

fierce tulip
#

yea, still fooking annoying though

frank escarp
#

just tell him to never do that as that would cost him money

#

and that "move" exists

fierce tulip
#

still will :p

sudden agate
#

@frank escarp they really don't know anything about Cinematography. There are so many random shots it's insane

#

For example you usually don't rotate more than 180ยฐ degrees in different shots of the same take (to avoid confusion who is where and what i shappening).
and in Berserk you are always rotating around the characters.

#

not to mention tha tthe facial expression is not existent

#

I really hope there'll be a Berserk adaption thats worth

crude jasper
#

hey guys

#

i want a node that i send in a float and if its between min and max it outputs true

#

is there such thing ?

sudden agate
#

in range

crude jasper
#

thx ๐Ÿ˜„

fierce tulip
#

bleh, rewriting story stuff sucks

#

i keep overthinking and double guessing pieces

celest swallow
#

!ghelp

whole quarry
#

@fierce tulip Once upon a time there was a particle vf guy

fierce tulip
#

hehe

plush yew
#

Any external tools that create lightmap uvs?

fierce tulip
#

there are a plethora of unwrapping tools, but each of them have their own set of pro's and cons

#

personal experience, and needs also come into play

plush yew
#

@fierce tulip Thanks for the answer, could you link some of them, strange thing is I couldnt find them by googling.

tall pendant
#

any 3d package will do for lm uv's i guess

grim sinew
#

There's nothing specific for lightmaps, but any regular UV tool will do

fierce tulip
#

^

#

just look for "model uv unwrapping tools" or something like that

#

or uv mapping tools

grim sinew
#

Or I guarantee whatever you made the model in has something

fierce tulip
#

check for plugins for your 3d software, also check stuff like ultimate unwrap, rizom, unwrella, etc

plush yew
#

Blender has Lightmap Pack but this just unwraps all single faces with a margin

fierce tulip
#

blender has some decent unwrapping tools

#

though never used them myself

vale silo
#

yep

plush yew
#

Smart UV Project does unwrap faces based on an angle threshold, it is ok

tall pendant
#

i switched from Headus to Rizom recently.

grim sinew
#

Same, I use Rizom for everything lately

plush yew
#

I tried to write a script that marks seams on x% of the longest edge loop and unwraps it, I thought this would cause clean uvs for any mesh, but it's overlapping

#

I bookmarked all 4 you mentioned, thanks!

frank escarp
#

Smart uv project is absolute garbage

#

and i say that as a blender fanboy

cloud cobalt
#

Yeah it is

abstract marsh
#

Another dev doesn't know how to make a post process volume to censor a nude body for a stream friendly version of his game.

#

Anybody able to give quick advice?

#

@ me ๐Ÿ˜ƒ

cloud cobalt
#

Sure, stencil color + blur

#

Well, stencil as a mask for any effect

#

Blur, pixel...

cold sage
#

Hi guys. Is this the right channel for asking about problems transitioning from 4.19 to 4.20?

upper heart
#

yes

cold sage
#

I managed to get my C++ project to build. When I run it, it gets stuck at the splash screen loading at 45% though. The Output screen on VS says something about "Missing cached shader map for material WorldGridMaterial". tried leaving it for 20 mins or so... doesn't seem to move

elfin jacinth
#

Hey all, 4.20.2 just went live.

upper heart
#

Yay ๐Ÿ˜ƒ

cursive dirge
#

@elfin jacinth nothing on github yet

#

not on releases, not on release branch ๐Ÿ˜ƒ

elfin jacinth
#

GH is still working

#

It is up on the launcher. ๐Ÿ˜›

cursive dirge
#

ah, it just popped in

#

literally less than minute ago

elfin jacinth
#

๐Ÿ˜ƒ

ancient sandal
#

How do I provide support for Dualshock 4 (connected with usb to the pc)?

#

I saw a post from 2014 that you need a DLL from Sony to do that but I don't know if it is still that way today

cloud cobalt
#

I think it works out of the box today ?

ancient sandal
#

(Without using a mapping program)

#

I tried it didn't

grim ore
#

@cold sage 45% sounds like making the DDC files. Have you checked task manager to see if Shader Compiler was running?

cold sage
#

it says a bunch of threads died after. I didn't check the shader compiler. I didn't know you could see it from the Task Manager. Will try again in a bit. I started downloading 4.20.2 because maybe that might magically fix it lol.

cold sage
#

What does the shader compiler appear as in the task manager?

cloud cobalt
#

Not sure that it does

#

Don't believe it's a separate process

cold sage
#

LogMaterial: Display: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.
The thread 0x1894 has exited with code 0 (0x0).

#

There are 3 shader compiler processes under the Unreal Engine process though

#

so does that mean it's working and I just need to wait?

cloud cobalt
#

Sounds like they're threads, not processes

#

So they won't appear in the task manager

cold sage
#

seems to be moving. I guess I'll just wait it out

grim ore
#

yep 45% is creating the DDC so you wait till it finishes lol

cold sage
#

Thanks man

grim ore
#

the good part is that one is the engine shaders so once it's done and cached you only have to compile project specific ones in the future... and later in this project ๐Ÿ˜›

cold sage
#

Ah. Is that new for 4.20? I kinda freaked out a while ago because I also made a blank project and it got stuck on 45% too.

grim ore
#

nope it's been like that since 4.0

#

the derived data cache stores all the shaders the engine needs for itself and for the project. 45% is the time when the engine compiles the engine shaders, ~89% is the time the project compiles it's own shaders. It also has to do it again if you change the shader model to like android or SM4 for example. super annoying but it only does it once for the engine atleast.

#

It's also a great reason to have a billion high speed cores in your work machine ๐Ÿ˜‰

cold sage
#

got it. haha. now I'm thinking about getting more cores.

grim ore
#

It's noticeable if you need to compile shaders. Cores are good, speed is good, hyperthreading helps. it's a noticeable difference on my machines that are just 4core/4thread compared to the hyperthreaded ones.

#

but... you really don't compile them often unless your doing a ton of art work that needs it so it's a trade off.

#

I want to say the shader compiler, the lightmass system, and... well visual studio itself are about the only things that are really multi threaded when working in the editor.

shy silo
#

So I know pretty little about UE4, and was reading the documentation about lighting, and wasn't sure what ambient occlusion is. Anyone able to explain that to a Ue4 newbie?

#

@shy silo

meager hornet
#

My friend and I are working on a game. We're just getting started with our first test levels. Can anyone give any information on how multiple people can share and edit a single game level?

wary wave
#

streaming levels

#

but generally speaking, you don't

viral kite
#

Set your computers up on a network

wary wave
#

you'll want version control for file sharing

viral kite
#

Use something like Dropbox lol

wary wave
#

no, use something like Perforce or SVN

#

also you don't need a network

viral kite
#

true

tight isle
#

definitely need a network

wary wave
#

you can set up Perforce or SVN on any one of your home machines and connect via the Internet, it's fine

tight isle
#

bitbucket/github works too

viral kite
#

@tight isle winner winner chicken and beef dinner

tight isle
#

yay

meager hornet
#

So we can't edit a level together in real time?

wary wave
#

no

tall pendant
#

not yet at least.

meager hornet
#

bummer

#

Well thanks for the help everyone

drowsy lichen
#

i got udk

#

yay

sonic pagoda
#

can you do level streaming though? like have a persistent level that no one touches, and then 2 sub levels 1 for each person , and when you submit the other person would see the changes ?

#

i remember a video about that like about a year ago, but i dont quite remember how it worked

#

our workflow during the game jam however was to each use a separate level, and even duplicate a members level occassionally with the latest gameplay to implement new elements ... without stepping on each others feet

sleek crypt
#

hello, i need some help i have a terrain in unity (only terrain i need) and need to port to unreal how i can do it? i dont need textures or vegetation only the virgin terrain

tall pendant
#

One guess would be export the heightmap of said terrain out of unity and import it into UE4.

sleek crypt
#

yes but how i can do good the size ?

#

to then import into ue4

#

?

viral kite
#

Hi everyone!

#

Hope you all are having a wonderful day/night

#

Where ever in the world you might be

#

I want to ask about something that's concerning in terms of working together for a project

kindred viper
#

Perforce. The end :p

viral kite
#

See, I'm writing a compendium for a fantasy universe that I've been working on for about a year now and if I am to get partners to help develop it into a game series

#

whats the best advice for working with other people in game dev>

#

?

kindred viper
#

use source control, like Perforce. Did I mention perforce btw? Its what you use :p

viral kite
#

Seeing as I get quite stubborn when design decisions are made

kindred viper
#

discord is also decent these days with video calls and desktop sharing

fierce tulip
viral kite
#

haha thanks! Will watch later

kindred viper
#

you can also use sites like Hack n Plan and DunDoc to share documents and make instructional directions for workflow. Trello is another half decent one

viral kite
#

much thanks!

#

Glad I could get some insight here

#

Thought this was a rare issue for a dev

kindred viper
#

With Perforce, Discord, Hack n Plan, Dundoc and some screen sharing app (either discord or teamviewer for example) you can't really go wrong

#

until you realise that managing perforce servers can be like trying to learn Chinese dialects, but its not hard once it clicks

fierce tulip
#

dundoc looks interesting

kindred viper
#

yeah I keep a lot of my stuff on there. Its nice for what it is. But I always thought we could use a centralised place for all of this stuff. From source control to GDD creation to storyboarding etc. Why its all split up is beyond me

vivid girder
#

Anyone finished downloading 4.20.2 yet?

viral kite
#

Lol almost

vivid girder
#

UE-63023 4.20.2 version is currently still listed as 4.20.1 in Binary launcher

#

If the bug is in the fix, can you really list it as a fix?

viral kite
#

Oh my! Chris Avellone is there!

kindred viper
#

๐Ÿ˜ฎ

viral kite
#

Best writer I've seen

kindred viper
#

one of my heroes

viral kite
#

Totally love his work!

#

And he's totally gonna save Dying Light from bad story hell

maiden swift
#

Dundoc looks like an interesting idea, but the execution looks rough. Maybe just early days?

vivid girder
#

Guessing it's a gdoc alternative

maiden swift
#

I've been experimenting with Notion lately for docs, roadmaps, calendars, etc. and I'm really enjoying it.

kindred viper
#

Ive been using it for a year or two now. Its not got everything but its handy for just jotting things down.