#ue4-general

1 messages ยท Page 324 of 1

languid shard
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Paragon gave us visual stuff, Fortnite optimization and network

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yeah

plush yew
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ohh i got a question about fortnite

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do u know when save the world is coming out?

languid shard
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๐Ÿค”

plush yew
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as in freely available

languid shard
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its always been here

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and will always be paid

plush yew
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cant find any release date on that

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huh? i thought they were releasing it as a free download

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by teh end of the year sometime

languid shard
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?

frank escarp
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with fortnite br...

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probably not anymore

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after all fortnite br was designed as an "ad" for save the world

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so people buy it

languid shard
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yeah

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in the end people only play br

frank escarp
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at the moment fortnite br makes more money than save the world

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they hoped to F2p-bullshit the fuck out of save the world so people buy lootboxes

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but turns out skins are better in battleroyale

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they give tons more money

high stone
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The recent loot box rulings will end a lot of it.

frank escarp
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good

high stone
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They'll probably go back to... what did we have before loot boxes?

languid shard
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DLCs

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with good content

high stone
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So horse armor makes a return.

languid shard
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before horse armors

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๐Ÿ˜ฌ

sudden agate
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we had expansion packs :)

high stone
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Expansion packs... Yep.

grizzled panther
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I had to use autodesk 3ds Max for my final year project, so unfortunately I am on their system forever rip

high stone
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I still got Roller Coaster Tycoon 1 & 2.

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@grizzled panther Don't worry. If you work in the game industry there's a 80% chance you won't be paying for it.

grizzled panther
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so what's the deal with Unreal Engine an their user agreement? I'm guessing you can't sell or share things if you're on the enterprise edition or whatever it's called?

frank escarp
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you cant do it anyway, as its closed source

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closed source unreal engine gets a massive nerf to its game programming and game publishing stuff

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so yeah

grizzled panther
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true

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I have no idea how the licensing works, or the logistics of a studio using the unreal engine for commercial purposes

high stone
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@grizzled panther Attending GDC next year?

grizzled panther
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Never been @high stone

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I'm not from the states either

high stone
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@grizzled panther Ah. Are you entering into film?

static viper
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you can work with unreal and not bother about license until you got a game ^^

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unreal is free shit

languid shard
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@high stone got the box version of every RCT in the attic ๐Ÿ˜ข

grizzled panther
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I have no idea what i'm doing at the moment, i've only just graduated university

high stone
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Unreal pwns.

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@languid shard (:

grizzled panther
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i'm experimenting with unreal to see if it's something ii'm interested in!

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3 years ago I got accepted into a game design/development university course but I declined... so i'm seeing if I could have ever been good at it!

high stone
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The RPGMaker can be a good start if you don't want to mess with coding.

grizzled panther
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I'm a computer science graduate so the coding doesn't scare me too much

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although I was never that good at it

high stone
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RPGMaker floats half of Steam's library. Along with the Minecraft engine.

static viper
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if coding doesnt scare you

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then use ue4

languid shard
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the minecraft engine ?

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you mean java ? ๐Ÿ˜‚

static viper
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its actually c++ by now ๐Ÿ˜›

grizzled panther
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Yeah that's what i'm using at the moment! @static viper

static viper
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windows edition

languid shard
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yeah I was jk

high stone
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I just call all voxels the Minecraft engine. Minus the good stuff.

languid shard
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haha

static viper
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extremly rude.

languid shard
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one day I'll port my own from Unity to unreal

grizzled panther
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code minecraft in c++ 1 week challenge

high stone
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I know. Bart wouldn't like my depiction of voxels.

languid shard
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@grizzled panther I made a very barebone minecraft clone in unity in less than a week

grizzled panther
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Anything is possible!

static viper
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i didnt

languid shard
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terrain generation, chunks, world seeds

high stone
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I prefer Octrees.

grizzled panther
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I remember making a 2d side scroller as part of my course using c++ and openGL

languid shard
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octrees was a bit too much when I did this project ๐Ÿ˜„

grizzled panther
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it was hell

languid shard
grizzled panther
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ay

high stone
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@languid shard Aye. Poor Sebastion got it working in Claybook and it's still crashing more than a Tesla during rush hour.

grizzled panther
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looks very cool

languid shard
static viper
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i wanna play that

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pls give

languid shard
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infinite worlds

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I still have the project source somewhere

high stone
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Bah! I'm using the high detail voxels.

grizzled panther
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wow you're on no mans sky level of procedural

high stone
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Stuck on getting the texture maps working.

languid shard
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@high stone you mean... Joxels ?

high stone
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They are called atom graphics, or giga voxels.

grizzled panther
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looks good to me, he's just soaked in blood

high stone
static viper
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so many polies

languid shard
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*joxels

high stone
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No polygon limit in my game. All thanks to N^3 voxels. I think we're pushing 600 billion faces?

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Most of that is trees and grass. Dear god trees are 150 mil each!

static viper
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rip pc

high stone
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Actually it runs over 400 fps.

static viper
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i dont trust you anymore

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never did

high stone
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Check out Atomontage...

static viper
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oh god not you too

frank escarp
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Claybook isnt voxels

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its distance field raymarching

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like the distance fields for DFAO and similar

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just.. bigger

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and doing full raytracing on them through compute shaders

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the maniac changed a lot of ue4 code to add better compute shader support

high stone
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Giga Voxel tech is in the process of coming together. It's downside if RAM usage. 196gb.

grizzled panther
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sorry I didnt realise you were running a super computer

frank escarp
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nah it isnt

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we are getting real raytracing now

high stone
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Check out OpenVDB for the current breakthroughs.

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Ok... So what will Raytracing do for the poly limit?

frank escarp
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do you know how raytracing scales, no?

high stone
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I heavily recommend you read Nvidia's white papers on the subject. It's finally getting to application phases.

frank escarp
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and the vray guys have demoed a raytraced island, at 30 fps, with 300.000.000.000 triangles

high stone
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At 1 frame a second. I'm not holding my breath with rays.

frank escarp
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wtf you say 1 frame a second

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you can do realtime raytracing now

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low sample count

high stone
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The current Nvidia demos.

frank escarp
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the current nvidia demos arent 1 frame a second for raytracing

high stone
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They were even slower with the Spiderman movie demo.

frank escarp
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...

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do you know what was the point with the spiderman movie demo?

high stone
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Remove the need for render farms.

frank escarp
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they were demoing a frame that was usually rendered in hours

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rendering it in seconds

high stone
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Yeah. It's still tech that's 5-10 years out from real time application.

frank escarp
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the realtime hybrid rendering is legit

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im running the samples right now in my 2080

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it works

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you can do real time raytraced shadows + AO at around 2 miliseconds

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for 1080p

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and thats actually cheaper than badly done shadows

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becouse the godot engine demo shadows take like 20 ms

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but thats a special case, those are so badly made raytracing goes faster

high stone
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Film needs 8k and higher for their giant screens...

frank escarp
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are we in film, or in games ? ๐Ÿค”

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couse you are pingponging like mad

high stone
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I'm not saying the tech doesn't work. I'm saying it needs more time. I'm working with what is available now.

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Enough of giga voxels are done that we can finally move into phase II.

frank escarp
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gigavoxels are dead end tech

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now that we are getting better triangle raytracing, there is no point to raytrace voxel octrees

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becouse they still have their usual issues

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for example, no character skinning

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and ridiculous memory usage

high stone
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So you defend tech that doesn't even had 1 year under the hood and attack other tech that has been out for over a decade with scores of games released?

waxen fjord
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When you say giga voxels, I think of minecraft with really cubes.

high stone
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If it were easy then polygons would have died a long time ago. Polygons are around because it's cheap and fast. But it's very limited and not the future.

frank escarp
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scores of games released?

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like wich one

high stone
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Industries of Titan in the works with Crowfall. There's No Man's Sky. Hybrid engines. You need to peruse the indie game releases. There's at least 1 voxel game released a month on there.

frank escarp
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wtf

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no they aint voxels

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they are like minecraft

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gets turned into triangles

high stone
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Critical Annihilation. Yeah, they are mostly hybrids.

frank escarp
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thats not hybrid, thats just a polygon game

high stone
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But guess what they still use? Voxels!

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If it were pure polygons. Go lecture that to Miguel some time. I'm sure Voxel Farm would be happy to walk you through.

frank escarp
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they are pure polygons

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just generated from a octree

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wich, btw, isnt voxels

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its hermite data

high stone
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Sure. Miguel named his company Voxel Farm for laughs.

frank escarp
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wich you could argue actually isnt voxels. Its a more complex data structure

high stone
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You see why there's so many debates on atom graphics? Whatever term wins out and there will be a term that says 1 thing when it's finally ready, "Not Polygons!"

frank escarp
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but atomontage actually isnt polygons

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its doing real time raytracing over a voxel octree

high stone
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Next you're going to tell me Sub Divisions are also polygons, NURBS and Vector graphics.

frank escarp
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given that all of those get turned into triangles to render...

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unless you do old school NURBS when they were actual parametric surfaces for rendering

high stone
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Voxels use 3d pixels to process data on a grid. If the grid is small enough you can shrink the cubes to the point where the detail looks smooth. However it runs into several issues with intersection, optimization, shadows and animation. With that said. All of those have had fixes for years.

frank escarp
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the way those voxels work, is that they are an optimization for raytracing

high stone
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Like I said. Go talk to Miguel on Twitter or Gavan. I'm sure they'll give a much more exact description. As of 2016 voxel tech has moved far enough along that it's in phase II. I've been using it myself. Albeit the huge ram issue.

frank escarp
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becouse raytracing against triangles was harder. But today we start to get hardware that accelerates triangle raytracing so its FASTER than your voxel engines

pallid compass
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Obviously u never used a gud voxel plugin

left citrus
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git gud

frank escarp
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all i know is not a single "actual voxels" game ever released

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only tech demos from either unlimited detail or atomontage

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wich are only that, tech demos

high stone
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You mean giga voxels.

frank escarp
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the other games, like minecraft, just use voxel stuff to make triangles

high stone
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So... Are you going to hit up Miguel on twitter or just keep hammering away at a guy who is currently working with atom graphics?

frank escarp
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and even if you want cool shit, it seems distance fields have taken the shine of it

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i still want to see a demo of an animated character with gigavoxels

high stone
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Working on it. I'm still on textures.

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If you want to see animated voxels. Hit up Olick on twitter. He got surface animated voxels running.

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Back in 2006.

frank escarp
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fuckton of olicks on twitter

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wich one?

high stone
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Jon Olick. He used to work with Carmack.

frank escarp
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private twits

high stone
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Email him? He has a website. You can also check out his demo videos from Siggraph.

frank escarp
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nice

left citrus
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Pretty fresh

high stone
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Like I said. I'm not a engineer. I'm just working with the stuff. I do have to become more familiar with it as time goes on. I really wish someone would define some concrete terms.

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My plan for the tech is just like the prior indie devs. I'm not aiming for AAA standards of visuals. Rather I want to create some kind of unique style and expand from there like Claybook.

frank escarp
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claybook aint voxels

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the guy has explained very clearly how claybook works

high stone
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I still want to see if I can adapt Claybook to it.

frank escarp
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its a distance field. like a 3 gb 3d texture or some shit

high stone
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Since voxels has been pushing the hybrid route.

frank escarp
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he bakes the objects into that huge distance field texture, and then uses it for rendering

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he renders it into the gbuffer, and then unreal takes over

high stone
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Yep. Sebastion made some recent breakthroughs. Unfortunately the thing still crashes a lot. I think he's got the right idea.

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Tech that works more like the human eye with how images are processed.

frank escarp
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have you seen the oculus connect talk

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where they talk a little bit about foveated rendering

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they comment about using raytracing to cut the rendered pixels by 95%

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and using an AI algorythm to "fill the holes"

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as on the edges you are only doing like 1 rendered pixel per 10 pixels

high stone
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I think pixels, 3d pixels is a more effective method for rendering.

left citrus
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AI rendering actually sounds legitimately clever

high stone
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AI ambient occlusion. Make that possible and I'm buying it.

languid shard
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I'd be surprised if RTX stuff doesn't come with integrated DLSS at some point

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render AO at quarter res, use DLSS on it, bam

left citrus
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Unreal is getting real time ray tracing soon isn't it? (I should know more about this given unreal is in my job title)

languid shard
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prolly in 4.22

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around end of the year at earliest, early 2019 else

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@left citrus what's your job title ?

left citrus
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Unreal Guy

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Really that soon?

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I know MPC have been going hard on developing realtime GI

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@languid shard Unreal Engine Technical Artist

languid shard
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oh damn

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that's my dream title ๐Ÿ˜ฆ

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I'm a puny VR Designer rn

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Should have asked to be an Unreal Virtual Reality Evangelist instead

left citrus
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I'd love to get into VR

frank escarp
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@high stone AI SSAO is actually a thing

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and it works

high stone
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Yep. I'm watching it.

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I usually read Nvidia's white papers, or check out tech demos.

idle thunder
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guys how do i restore tab in material editor ? i cant edit material to be transparent without that

languid shard
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check in the window dropdown @idle thunder

idle thunder
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what should i look for exactly ?

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sorry for noob questions but i am fairly new to ue

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found it ๐Ÿ˜ƒ

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thanks

left citrus
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@high stone This is cool stuff

light thunder
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I have multiple streaming levels with different lighting scenarios but only one lighting level and one skylight for all of the maps

languid shard
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@light thunder just ignore it

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I've had this error on projects with multiple lighting scenarios aswell

dim arch
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yup

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you gotta wipe the cache

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I usually load the levels separately and build the lighting in them, when I show/hide the levels in the master level it usually leaves some data behind

light thunder
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@dim arch How do I do that for lighting? delete intermediate? where is that cache located?

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And can anyone explain why my lighting complexity looks like this ? is this because I'm using forward rendering?

ivory trout
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hello is there anyone who can tell me how to loop a hub commpass in unreal

light thunder
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@languid shard it won't let me build lights though

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rather, it doesn't let me build HLOD's, I meant

iron wadi
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how do you handle cross contamination of 2 steam acc saves on a single machine using single windows acc?

frank escarp
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@light thunder yes. forward rendering doesnt show light complexity

iron wadi
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not asking for tutorial, just if you handle it at all in your games

languid shard
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@light thunder doesnt let you build hlods ?

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have you configured your scene correctly ?

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HLOD volumes, LOD settings for the scene etc..

light thunder
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the LOD settings I could use help with

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my understanding is that you only needed an HLOD volume if you want to specifically make a group into an HLOD cluster

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Right now I just want to use the correct settings and have the system do that automatically

languid shard
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alas I can't really help you more with HLODs, never had the need to use em ๐Ÿ˜ฆ

light thunder
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I am looking for someone who has worked with HLOD's but I can never find anyone, even though they are used extensively in Fortnite there is hardly any information about them beyond one livestream

rocky kayak
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that was a great livestream tbh

light thunder
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It was but they didn't encounter problems, so it's only half helpful

ivory trout
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can anyone help me

light thunder
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just ask, don't ask to ask

ivory trout
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i need to loop a canvis so it does not end

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like you know the pubg compass on top

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i have that but it does not loop so it ends

light thunder
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you mean the actual material? like a spline mesh?

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give us a screenshot

ivory trout
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one sc

rocky kayak
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so i like to do stuff in the background the few times I have to wait for something to load in unreal, has anyone found a way to get around these popups that stay frozen on the screen after alttabbing? https://i.imgur.com/yskgQ6o.png

severe egret
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@rocky kayak this used to happen to me a lot. IIRC try going back to the editor and hitting escape

ivory trout
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right here

plush yew
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Can people send me there portfolios Im making my own and I wanna see how everyone went about doing theres

ivory trout
severe egret
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@ivory trout it looks good btw! Very nice

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Did you use the default FPS as your foundation?

olive yew
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is unreal engine able to handle negative size values?

tall pendant
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what exactly do you mean by negative values?

olive yew
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negative size values

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Let's say an object with positive value looks likes this: -->. The same object with negative value looks like this: <--

severe egret
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Makes sense, it would invert

tall pendant
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should be supported

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then again its ue4. so you never know ๐Ÿ˜„

severe egret
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I have the editor open, let's find out what happens ๐Ÿ”ฌ

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Just entered negative values on a basic cube and it looks exactly the same, so there you have it

scarlet cosmos
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Hello guys, I'm new here

plush yew
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welcome @scarlet cosmos

ruby folio
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Any krita users here know how i can work with the alpha channel to create heightmaps?

olive yew
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i cant rotate my door correctly

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it just rotates to long so i cant see it

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direcly

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like that when i just drag a little tiny bit

wary wave
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@iron wadi - not sure if you got an answer, but two steam accounts should have two different save files

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use the Steam ID as part of the filename / path or whatever

iron wadi
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yeah that makes sense, just put them in steam id specific folders

ruby folio
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@olive yew Show us an animation instead so we can see whats happening

olive yew
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look when i try to rotate it

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the whole thing just moves and i cant rotate it a tiny bit

iron wadi
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2 problems

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pivot is not in center

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you have angle snapping set to 10 degrees

olive yew
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Thanks! ๐Ÿ˜ƒ

young olive
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does anyone have any experience with running the new nDisplay that comes with 4.20? sorry if this isn't the right channel, but couldnt find an appropriate one

olive yew
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@iron wadi where is the pivot

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please help me fix the rotation, it wont stay at the same place

iron wadi
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check the door actor

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the mesh itself is not in origin of the actor

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pivot is where the middle of the actor is (the point where you have the rotation tool)

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you need to move the mesh in the actor so that it matches

scarlet cosmos
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If i ever need advice with blueprints can i ask in this server?

static viper
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yes

plush yew
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@olive yew Where did you model this in? The origin might not be centered in bottom

static viper
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just ask away

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the origin clearly isnt centered XD

olive yew
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this is my house

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and the pivot is centered in the house when i press the door

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how am i suppost to change that

plush yew
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After another thought the pivot of the door should be at the door hinge

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@olive yew Did you model these things in place like this? Because that seems why the origin of the door is also in the center

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In Blender I found when I export an FBX the object origin doesnt matter it's always the center

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So you'd have to move the model in place so that the center becomes the correct origin

olive yew
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a guy made this in cinema 4d for me

static viper
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tell guy to make pivot of door so that door is real

olive yew
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so i should tell him = "can you add a pivot in the middle of the doors?"

plush yew
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@olive yew At the hinge

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either in the middle of the Z length or at the bottom

olive yew
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door hinge

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?

plush yew
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@olive yew yes, is it an FBX? If so you could send me the thing, I can try my best

olive yew
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whats your mail

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i would be very thankful if you could help me with this

plush yew
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@olive yew Just send via DM on Discord

olive yew
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it says "upload failed"

plush yew
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Because more than 8MB? Maybe try to upload it on some site and send me the link

slow orbit
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Hey there! The project I've been working on for multiple weeks suddenly will not build, because I messed up badly. Could anyone please help?

static viper
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you need to post the log for someone to help you

supple totem
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oh man doing my first packaging now

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are future packages faster? or will they all take this long?

gentle moth
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Guys

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I uninstalled ols version of engine

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The whole project gone

grim sinew
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First package takes longest. If you donโ€™t delete the cache files youโ€™ll be fine.

gentle moth
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Can i get it back?

grim sinew
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Is the project folder gone too? Deleting the engine version shouldnโ€™t affect that.

gentle moth
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I deleted old version and all old projects gone

grim sinew
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I know. You said that. Problem is I donโ€™t believe you on account of that should be impossible.

gentle moth
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I wast thinking exactly like that too

grim ore
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maybe he put all his projects in the UE4 Engine folder for that engine version?

worn granite
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I've actually heard of this

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check recycle bin and pray

gentle moth
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Empty

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[*]

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Is there anything more I can do?

grim ore
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time to use your version control software to bring it back

livid haven
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๐ŸŽต Use source control ๐ŸŽต

frosty bloom
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Files and folders aren't 100% deleted when they get "deleted", get a software and pray your files aren't damaged

grim sinew
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Recuva might do it. There are others too. Sooner you try the better, before the files are overwritten

supple totem
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hm... any clever way to not include all assetts in build? Even unused one.

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My research says migrate levels to a new project, which only brings over needed assets.

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I'm wondering if there is a better way

slender veldt
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is anyone successfully using UE4 over a RDP connection?

grim ore
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I have Remote desktop'ed into an amazon G server years ago and was able to use UE4 if that is what you are asking?

forest dome
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got a question and been up too long making assts and stuff for a weather system but need a value to curve up when triggered for cloud density but if the clouds are already at half for instance want it to start half way up on curve

sonic pagoda
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@supple totem if you tell your project settings to include maps it will only use assets referenced by those maps (levels)

supple totem
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thanks, ill check that out

spare sun
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is the academy server ded

sudden agate
severe egret
dark depot
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looks like z fighting maybe

severe egret
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Thought it might be z-fighting, but it's appeared in all of my projects all of a sudden

dark depot
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do you have two meshes there

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hmmm

severe egret
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When I make a new project, it's there

dark depot
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have you upgraded windows/drivers and things lately

smoky stream
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that can also be a sign of you overclocking your GPU too much

severe egret
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I haven't upgraded any drivers since I last opened this. If it matters, I'm on a Mac.

pallid compass
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step 1

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put mac in bin

severe egret
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@pallid compass awwwww are you offering to buy me a new computer โค

dark depot
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and you havent upgraded ue4 ?

severe egret
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I upgraded it yesterday just in case, uninstalled and reinstalled (though that was due to a separate issue)

pallid compass
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no but on a serious note

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Just letting you know development on a mac is a nightmare

severe egret
#

I've heard as much. I'm stuck with the mac for now until I can afford something else. It was a scholarship prize.

plush yew
#

I noticed if I set Antialiasing (MSAA I believe) up to 8 my gun becomes invisible. I thought it was funny...

#

r.MSAACount

severe egret
#

@plush yew do you think the Antialiasing might be causing the glitch?

plush yew
#

I've seen several issues with AA so far

#

either MSAA or Temporal

#

And maybe the Editor itself might have some unique issues that you wouldn't find in game. who knows

#

The game LawBreakers by example had the ugliest Temporall AA I've ever seen.

#

It's like something wrong was going on with the characters. it's hard to explain

#

Ghosting artifacts

#

Etc.

pallid compass
#

u in the forward renderer?

plush yew
#

@severe egret
Do you use Forward Shading?

severe egret
#

^reading that to find out what that means ๐Ÿ˜‚

plush yew
#

Then you probably aren't ๐Ÿ˜›

#

By default UE4 uses Deferred Rendering.

pallid compass
#

that forward renderer was at u hermit

plush yew
#

If it's your Anti-Aliasing, that means it's either FXAA or Temporal AA

pallid compass
#

and vanishing object

plush yew
#

Yes, the vanishing object had to do with Forward Rendering + MSAA = 8x

pallid compass
#

thought so

plush yew
#

Do you know why that occurs?

#

I don't. I just noticed

pallid compass
#

u on mobile at all

#

and not a clu fam

#

i am reading through the engine reder settings at all

#

and by mobile, i mean u using ES mobile stuff

plush yew
#

Nah I'm making a WIndows game, I was just trying the Forward Rendering path

#

Im making a fast paced FPS, works better for me

pallid compass
#

I dont see any notes really on MSAA x8

severe egret
#

Same here, I remember changing render settings before to fix another problem and I can't remmeber what it was

pallid compass
#

what u doing in the wep material?

#

anything unusual?

plush yew
#

It was just occuring the the default weapons that comes with the FPS template (C++)

#

I was just testing various console commands to optimize frame rate and visual clarity

pallid compass
#

u on the latest ver?

plush yew
#

4.19

pallid compass
#

4.19.2

#

or 4.19

plush yew
#

yes

pallid compass
#

ah okay

plush yew
#

But not 4.20x

pallid compass
#

hmm odd

#

no clue man

plush yew
#

I don't mind, MSAA x4 is plenty

#

I generally just don't use AA

#

But players might try to set it to 8x, who knows

pallid compass
#

Well just dont give them the option

plush yew
#

This is just a random test scene, I just found this GoW model online to test something. Is it just me or UE4 still look pretty good with everything turned off (barebones), except shadows. Even specular is off here. It almost looks cartoony. In recent years, many games have tried to use a more realistic lighting, but I think it really hurts visual clarity.

#

The only thing I kept were basically Global Illumination, Shadows (Medium) and Volumetric Lightmap.

pallid compass
#

Well the comparison becomes invalid right away because your comparing it against a background it was not designed for

#

and also an uncalibrated light room

#

If anything the after is just bringing the model closer to match the plain lighter theme that is them blank cubes that are gray.

plush yew
#

Characters are difficult to see.

#

To fix it, the UT dev team had to use some extremely bright saturated colors.

#

It's basically because this realistic lighting creates a very strong contrast betweeen light/dark.
Remember Paragon?

#

@azure shore what do you do now days

#

Some people might find this appealing, others might claim it's poor design.
I think there is room for both.

severe egret
#

Not sure if my message went through, it disappeared from my chat

#

but @plush yew I like those two images you posted together, the rose tint in the second one looks really good

plush yew
#

didnt see any

#

ha!

#

The pink one is me adding a filter in photoshop

severe egret
#

I was just reading this master painter's blog about how he draws from yellows and purples to convey light and shadow, rather than just darken/brighten the hue he's working with

plush yew
#

to improve visual clarity, of the character

severe egret
#

Well it looks good, perhaps you have a secret talent

plush yew
#

I've written a big post on the LawBreakers forum on how to improve visual clarity for gmae characters, but since the game got shut down... the website went down too

severe egret
#

No archive of the posts?

plush yew
#

No, the website is just... it disappeared

#

404 error

viscid canyon
#

Hola all ๐Ÿ˜ƒ

plush yew
#

@severe egret lol, I don't think I necessarily have a''secret talent'' for visual clarity. But I'm very experienced in that field.

severe egret
#

Also, I fixed the problem I was having. Love to share in case it happens to someone else.

plush yew
#

Nice!

#

Congrats.

#

What was causing it?

#

Im glad your GPU wasnt dying

#

๐Ÿ˜›

severe egret
#

Believe it or not, the very same setting that was the solution to my last problem nearly a year ago

#

Project Settings > Platform > Mac < Rendering, then I changed it back to Metal v 1.1

plush yew
#

Oh... I see

#

Is metal related to Vulkan or OpenGL?

#

I don't think I have such setting on Windows

smoky stream
#

iirc vulkan and metal are mobile only right now

#

i think vulkan is planned for desktop at some point

azure shore
#

Oh hi twist, I'm still working on Monster Blood

plush yew
#

@azure shore Sounds cool! Good luck with your project. What is monster blood about?

crude totem
#

Hey all. I'm working on an Aim Down Sights feature on my weapons in a first person shooter game and was wondering if there is a way to easily interpolate between two FOV on my camera?

high stone
#

Most people use green for monster blood. I say go neon colors like pink, orange.

grim ore
#

you should be able to use a timeline or a lerp node or both to make the FOV change smooth

crude totem
#

@grim ore Thanks! I always forget those since I'm more use to c++. ๐Ÿ˜ƒ

grim ore
#

I bet you can find those in C++ somewhere in the deep bowels of the code.... the dark parts where they hide the fun stuff

severe egret
#

@crude totem you want to switch via a button press/hold or automatically?

crude totem
#

Switch via button hold.

severe egret
#

Might be a good place to start

plush yew
#

Is there a tutorial that explains how barebone UE4 can get?

#

Like let's say you just want to make sure you can run a game at 60fps on Nintendo Switch.

#

Let's say a game along the lines of Wrack, Unreal 1998, Quake 3 Arena, High Hell, Strafe, etc. And performance is the main focus. Not AAA graphics. Maybe even Mario Kart 8 and Captain Toad Treasure Tracker would be decent refs.

candid cypress
#

Got an issue with Reflection capture causing hard edges, What would be the best way to fix this? other than having the reflection capture cover more than what we really want it to reflect?

grim sinew
#

@plush yew use the SimpleForward renderer if you can. Itโ€™s so basic it doesnโ€™t even support normal maps.

plush yew
#

Isnt that an option per material?

#

I could be wrong but once you use Forward Shading you might still be able to enable normal maps by editing the material under Forward Shading

#

nevermind

#

probably run with mobile shaders considering mobile devices are in the same range as a switch

bitter iris
mint umbra
#

Anyone else had any issues with TrueSky's cloud keyframes making the clouds turn 180 degrees and go back in the direction they came from, with no parameters changed compared to the other keyframes?

severe egret
#

@bitter iris can you screenshot the top of your .cs

#

Something might be missing in your #includes

bitter iris
viscid canyon
#

Do you all have any good tutorial series I should follow? I followed the 69 video series from virtus gaming and finished that. I got to the inventory system part of the horror series by virtus gaming but after looking at the end video and hearing what other people had to say about virtus gaming, I have since stopped on that. Any recommendations.

bitter iris
grim sinew
#

@plush yew forward and simple forward are not the same thing

#

Totally different

#

Completely unrelated

slender veldt
#

how do you guys feel about camera placement in FPS being offset to the right of the weapon, allowing you to see the shell ejection and rounds cycling

grim sinew
#

That would be stupid.

#

Unless your audience is solely left handed people

severe egret
#

@bitter iris looks like you have modules in your script, so I'm not sure what's missing

#

I might be too novice to pick out what's wrong with it

uncut vigil
azure shore
#

oh, my games backstory is that some guys taste monster blood somehow and end up selling it as a drink

azure shore
#

They'd been sending unprofessional hunters through a portal to their world to hunt for blood, but when it got too dangerous they managed to capture some intelligent ones and get them to hunt instead

#

So you play as either one of them or a human hunter who got trapped there

#

The non human hunters can front flip and run fast, but the human one will move more like a person and have less health

#

So non humans would be mostly for the platformer/dangerous environment levels whereas humans would be mostly for fighting maps

whole quarry
#

sounds fun

icy bone
#

@plush yew Graphic wise You can go quite basic, like drawing directly on the canvas or write ur own shader. But UE4 has lots of overhead inbuilt for game code, you can ofc strip away most things to most basic of Actor to use ur own PrimitiveComponents. This is so that u can utilize UE4s reflection system, cross plstform and GC. To go even more basic i dont recommend UE4, but write ur own.

royal cobalt
#

Might not be the correct channel, but does anyone know if it's possible to add existing levels when using World Composition?

pallid compass
#

Well ofc u can run a game on switch at 60 fps

#

Its not about it beinf barebone

#

U need to optimise

#

U got a dev kit?

high stone
#

We need a Speedtree version for teeth.

#

Carving this out has been a nightmare.

pallid compass
#

Lmao

#

Why dont u make a full block out around the mouth

#

1 solid thing

#

Then mark cuts with edges

#

Then seperte and stitch

#

Then its just reshaping

fervent owl
#

hey guys any one know how to set up a kill zvolume so that it returns player to main menu if he falls into it

pallid compass
#

Be lazy

high stone
#

I wanted to shape the skull first and that came out pretty good. The problem is I'm used to human teeth. Which are smaller.

pallid compass
#

Tag an event on too the player death

#

Or make ur own custom kill volume

#

Yeah id be lazy and block an cut

#

Its essential like drawing

high stone
#

I do it all one line at a time.

pallid compass
#

Even easier if u have quad draw live surfaces

#

Dam fuck that

high stone
#

That's how I get unique models.

#

It's probably 2% done atm.

pallid compass
#

Not sure whst your pointing at

#

If i did it

#

All teeth be different

#

And id be done in anout 40 mins

#

For complex set like that

high stone
#

40 mins?! Bah!

pallid compass
#

Imagine it like this

#

Your drawing it on paper

#

Then cutting it out

#

But in 3d

high stone
#

I'll have an easier time with the rest of the model. Probably not the ear canal...

plush yew
#

Does unreal work on one of those fancy windows pc tablets or whatever they are?

ivory trout
#

hello sorru i left yesterday

#

but can someone help me with my pubg compass its works when i role around \

#

it seams to me the image is not looping around it ends at sought and when i look behind me there is nothing there

#

and if u put your mouse in the nwse it moves around in there

plush yew
#

the docs are so bad, can't wait for VA to finish parsing the engine source

whole quarry
#

@plush yew likely not

fallow forge
#

Love the new Unreal Tournament but I cannot find the original maps online through the server? Is there a way to get them?

left citrus
#

Any idea why I'd be getting texture artifacts when using nearest filter and UI group

olive yew
#

I want to make my own landscape mateiral for my game

#

can someone recomend a good tutorial?

spare sun
#

Is there a guide on SMOOTH VOXEL terrain in ue4?
I do C++ and I'd like to know how to manipulate the terrain itself in realtime.

Like, I googled but only found plugins..

plush yew
#

Where do i go if i need some help with third person character movement

fierce tulip
#

@wary wave i get a bug whenever I try to flag a post, do you still receive them regardless?

wary wave
#

let me check

fierce tulip
#

would be about 5 minutes or so ago

wary wave
#

I don't see any flag reports in the queue unfortunately

fierce tulip
#

ill dm you the thing im flagging i guess

wary wave
#

doh

fierce tulip
#

maybe @elfin jacinth could take a look at this error, have had it ever since they moved to the current version of the forums.

#

cant flag anything

#

ยฏ_(ใƒ„)_/ยฏ

#

go to a bar with wifi?

#

if you buy a coffee and do it on very early hours or at least when not many costumers are around they generally are ok with that hehe

#

but its still quite the haul XD

robust scarab
#

I dont know where I can write that but can Epic make an MOBA example like Paragon (Third Person), because they do really good shit like this shooter game and other stuff. Hope any Epic Staff read this ^^

lost ember
#

does anyone have a document that goes into detail on how a Pawn works and how to correctly control one through a PlayerController in C++?

lost ember
#

thanks!

#

coming from Unity and C#

#

I just need to see how it works in UE4

#

hmm well it shows how to do the input in the Pawn

#

I'd like to use a PlayerController instead ๐Ÿ‘€

olive yew
#

Hey i'm making a scary game and need a teenager character for it, can someone help me?

supple totem
#

tweaking these procedural foliage properties is mind numbing

#

hoping it pays off in long run

#

anyone else using the proc foliage volume feature? Seems good despite its experimental status.

#

actually came out okay

#

i like the patchiness

#

5 mil tris though!!!!

olive yew
#

i'm making a unreal engine main menu so i need everything black, can someone help me how i remove my healt and armor bar from the level please.

#

this is how the mana and health works, and i dont want them to appear when i play the main menu level

#

i want everything black.. :/

lost ember
#

Should I use Pawn or Character for my character? I understand that Character already has a lot to make your own, but is Pawn more flexible?

grim sinew
#

If it walks, use character.

lost ember
#

Care to explain the reasoning behind? I'd just like to understand a bit more ^^

#

afaik Pawn can walk too

grim sinew
#

Character includes the character movement component which supports basic things like walking and jumping out of the box

#

Pawn you need to do it all from scratch

olive yew
#

Can someone help me

#

check my messages please

#

i would really apprecieate it

lost ember
#

Welp I might just use Pawn then

#

I wanna write it from scratch and learn

supple totem
#

i am dumb..... with cull distance what is min and what is max?

#

is min like.... where some start getting culled

#

and max where all culled?

severe egret
#

@supple totem I think it works like a gradient, where the culling accelerates in effect until it reaches the end of its range

supple totem
#

ok, that makes sense, thanks

severe egret
#

I've got a dilemma. I started working on a minimap for fun, which turned into pulling my hair out lol. I set up a camera to look over the player, and for the most part if works, but my pointer icon I'm using to represent the player doesn't appear on camera.

candid cypress
#

What would cause UE4 light baking (on medium) to cause different light textures between modular wall pieces? Keeping modular for lightmaps since it's a decent size wall for the game.

olive yew
elfin jacinth
#

@fierce tulip Where are you getting that error?

grim sinew
#

@candid cypress it happens with lightmass all the time. Itโ€™s common. Happens because lightmass builds objects individually. Pump up the settings to fix it or build your content to avoid it.

chrome summit
#

Guys i just stared a new project and added a shotgun but when am moving my arms have an animation and the gun doesnt move

#

i want the gun follow the hands

smoky stream
#

atattch the gun mesh to a socket on the hand

#

look at the FPS template for an example on how to do it

#

@chrome summit

chrome summit
#

@smoky stream i cant find out how to create a socket

#

do you mean on the gun bone?

smoky stream
#

on the hand

#

just look it up, epic has a guide on it

chrome summit
#

i think is that right?

smoky stream
#

yes

chrome summit
#

ok i did but it doesnt work

#

should i just add a preview asset?

#

to atach the weapon

#

@smoky stream

smoky stream
#

idk

#

epic has tutorials on this stuff

#

it'll be on their youtube channel or website

chrome summit
#

ok thanks

inland basalt
#

Does anyone know the runeberg's plugin really well and can help me with somthing?
(the vr one)

smoky stream
#

hit me up with that duplicate question

inland basalt
#

when i save a gesture it seems like even if i draw one line from that gesture it counts it as a positive

candid cypress
#

@grim sinew Thanks, apparently adjusting these lightmass settings, helped reduce the issue, to where it's not as apparent.

loud kelp
#

HI GUYS!, I have two questions that are probably very rare.

Is there a way to create a RIG inside unreal? Just using unreal tools ( I know its not the best way to do it, just asking)

Is there a way to animate characters inside unreal, Just using Unreal tools not any other third party software??

grim sinew
#

No. And yes but painfully.

smoky stream
#

hope you enjoy splines if you want to animate inside unreal

viscid canyon
#

Anyone know a good tutorial on inventory systems?

sinful umbra
#

there actually is an experimental rig system in ue4

#

but yeah super super experimental

manic pawn
maiden swift
#

@manic pawn That's included with the engine?

manic pawn
#

it was added with 4.21

maiden swift
#

Wow.

#

I had a client earlier this year who was dying for that.

manic pawn
#

๐Ÿค” ๐Ÿค” ๐Ÿค”

maiden swift
#

It's important for arch vis firms because it lets them make location-accurate lighting for proposals.

#

What the typo.

manic pawn
#

interesting

maiden swift
#

Yeah. I had never considered it until my client brought it up.

#

They were doing arch vis for city proposals, so they really wanted their scene's time-of-day to match the real location.

#

When I say they wanted it, I mean in Unreal. Prior to working with Unreal, they did offline rendering with Max and such.

#

With those pipelines they were used to being able to type in lat/long and get an accurate sun.

broken stream
#

anyone got any background landscape that like to give to me ?

weary basalt
#

@broken stream Go and check out the free Infinity Blades asset packs on the Marketplace that Epic released. They have heaps of assets you can use.

craggy meteor
#

some page to download skeletal mesh to part of mixamo?

plush yew
#

Hey! Anyone know of documentation on processing a PDF file into a book format within UE4? (Please @ me if you response so I know, thanks!)

grim sinew
#

...you want to use Unreal to convert a PDF into a book?

#

Pretty sure Unreal can't open PDFs in the first place

wary wave
#

...book format?

sleek solar
#

You would need printer for that

plush yew
#

If I wanted to take an ebook and made it into a 3D book in VR that you could turn that pages on and what not

grim sinew
#

Sounds painful.

#

Try to do it before you die of old age

plush yew
#

Probably need to integrate a third party PDF library. You can try displaying the PDF using some sort of browser plugin but IIRC they're all based off Chromium which doesn't support PDF out of the box (I think)

#

But yes, it sounds painful

#

What if you broke it down into a page by page basis and then applied that to a material?

#

You still need some way to parse it

#

Unless you mean converting the pages into images, then yeah that could work but sounds inefficient

#

Not to mention the disk space that would take up

#

Yeah

#

Ok well it seems like a fun challenge

#

I tried looking around for anyone else who had done something similar and didnโ€™t see anything

#

Iโ€™m not good enough at C++ to try it yet though

#

Possible avenue you can go down is to convert PDF to HTML and use browser plugin to display it. Dunno how well PDF to HTML works though

#

Alright Iโ€™ll look into that thanks

sleek mango
#

Are there any unreal related podcasts? I've got a line up of game design ish podcasts, and it just occurred to me that there might be some podcasts more on the development side of things

late olive
#

I was unable to fix my failed attempt at a physics profile tutorial so now I shall spend the rest of me testing AI days as a vengeful pair of pants

broken stream
#

good night, but if som one can take a look at this and tell me how i can make a return nod if i die on this blueprint so the compas works after i die ? this is the error i get then the BP

#

Blueprint Runtime Error: Attempted to access TP Camera via property Rotation, but TP Camera is pending kill from function: 'Set Diraction' from node: Set Position in graph: Set Diraction in object: Compas_HUD with description: Attempted to access TP Camera via property Rotation, but TP Camera is pending kill

maiden swift
#

@sleek mango Not that I know of. I've wanted to start an Unreal dev podcast for ages. Just a matter of finding the time, putting together a good plan, and probably finding a good co-host or two.

vestal minnow
#

Hi all my talented friends here, i have a question: what advantage does unreal hold over unity and what would be the best online hosting solution for a multiplyer game built in unreal

vestal minnow
#

multiplayer combat game

#

5 players vs 5 sort

static viper
#

unreal is great for working in a team

tall pendant
#

The choice of tech always depends on your projects needs. It's that simple.

regal mulch
#

@vestal minnow As always, all depends on you and your game (:
Barely anyone can properly answer this.
We are using UE4 cause we like it, so we are biased already.
You can do most of the stuff in UE4 and Unity.
It's really just a software. The differences may be in the features, but you can easily read that up and check if your game needs something from UE4 or Unity.
Furthermore, your question about the hosting solution is also up to how you game works.
There is no "best" in general. You need to use the solution that fits your game.

plush yew
#

@tall pendant
"The choice of tech always depends on your projects needs. It's that simple."
Why would you use Unity instead of UE4?

#

How many experienced Unity devs moved to UE4 and then went back to Unity?

static viper
#

ohoh

#

the deadly topic started again

plush yew
#

If you want to develop a video game, not talking about ''messing around''.
I don't know many dev that would pickup Unity over UE4. It's suicide.

#

Generally, those who do choose Unity like to work with underdog technologies (like Godot, Lumberyard, etc.).
They like to do things different and or they have hope that other engines might get better later on

tall pendant
#

I'm not going to argue about Unity vs UE vs LY vs X. Just know what your projects needs are and which tech fits the best.

static viper
#

youre assuming alot again hermit

#

XD

#

and the word "underdog"

#

what does that mean

plush yew
#

I'm not assuming, I'm talking about someone who REALLY wants to develop a video games VS someone who has different goals.

#

If you really want to make a game, UE4 is a no brainer.

#

hands down

tall pendant
#

But familiarity with the toolset could be one reason

plush yew
#

Yes, but this is different

static viper
#

you cannot declare unity or ue4 the definite choice XD

plush yew
#

As I said, long time Unity devs that kept using Unity because they were ''familia'' with it eventually tried UE4 and went ''F my life. I should have used UE4 a long time ago.''

static viper
#

and the other way around

plush yew
#

The Unity devs that made the jump to UE4 usually don't look back

static viper
#

you have any statistics?

#

your arguments work for both sides

#

"arguments"

tall pendant
#

I know people who went from UE4 to Unity and are happier. And also the other way around.

#

It really depends

plush yew
#

I live in MTL, and I've been watching this going on since 2008.
We have tons of studios and indie game devs here.
Everyone keep talking about this Unity vs UE4 discussion.
Some of our schools have teachers who are pro Unity just because the governments is pushing for mobile dev and unity

static viper
#

mtl?

plush yew
#

But the reality is... if you are willing to learn UE4, there is no reason to use Unity.

#

Montreal

static viper
#

is that in trump land?

#

XD

tall pendant
#

nah

plush yew
#

It's in Quebec, Canada.

static viper
#

oh lucky you...

tall pendant
#

little potato country

#

๐Ÿ˜„

static viper
#

i almost had an argument there

plush yew
#

Montreal is one of the biggest cities for game developers

static viper
#

that doesnt mean so much in the end

plush yew
#

We have both a Unity and Epic Games studio here

static viper
#

montreal is also the home of many studios who use their own engines

tall pendant
#

Well it is a important hub.

plush yew
#

And we have ubisoft, Warner Bros, Eidos, Square Enix, Bethesda, Behaviour, etc

#

And maybe 50 smaller studios

static viper
#

careful you are breaking your argument

#

XD

#

its crumbling away under all these custom engines

plush yew
#

@static viper
The game companies that have their own engine are big companies that just don't want to pay Epic

#

It's as simple as that.

#

Money

static viper
#

you believe that?

tall pendant
#

But what more important with a question like "multiplayer combat game" is does the person have the skillset for such a game? regardless of the tech.

#

It's not that easy

plush yew
#

Those same studios have used Unreal Engine too for years

#

Ubisoft used UE3, Eidos used UE3

#

But they have their own engines now

static viper
#

they just grew big enough to do engines themselves XD

#

i hear alot of "better tools for our artists"

tall pendant
#

Huh. Even "smaller" Studios have their own tech now

static viper
#

yee

tall pendant
#

Deck 13 from Germany for example

static viper
#

oh yeees

plush yew
#

ubisoft spents at least 80 millions to make the first Assassin s Creed engine
And they spent a hell lot more for all others versions that came after

static viper
#

a wonderful example!

#

man i loved venetica

#

and piranha bytes!

#

they also have own engine

#

oh and crytek...

#

i kinda remember now where unity came from

#

shit

#

i am so sorry

plush yew
#

People like Unity to mess around and try things. But try shipping an actual game. It's almost impossible

static viper
#

opinion

plush yew
#

Opinion? No dude, I've used Unity professionally I got friends who keep working with it

#

it's crap

static viper
#

Oh unity is a danmark product o.o

#

these danish folks!!!

plush yew
#

Unity is for hobbyist

#

And should be understood as such

static viper
#

unity is for professionals

plush yew
#

Who don't know the existence of UE4

#

yeah

static viper
#

i am just throwing random arguments in the chat now to see how you react

#

its clear that you are pro ue4 XD

plush yew
#

I tried for two weeks to bake lightmaps and all I was getting were crashes

static viper
#

swiftly runs out of the back to after dizco

plush yew
#

I'm not pro UE4. I have a game to develop and have spend a good amount of time getting into different engines to see if they could fit my needs that are fairly basic.
But all things considered, UE4 is still the best option hands down

#

Could someone help with some things in my project?

I hav ebeen struggleing some time with and i cant continue with my small game before its fixed.

its about some animation and triggers

static viper
#

is it blueprints?

#

or just animations

plush yew
#

blueรฅrints event graph and animation

#

i guess

tall pendant
#

It's usually best to just straight up ask the question.

static viper
#

we aรถlso have animations

plush yew
#

I will try ask my questin in Bp section then ๐Ÿ˜ƒ

#

@static viper
if you make the claim that game devs choose their engine depending on their needs...
In what scenario would you use Unity over UE4?

#

There are cases, but you'll understand after why we can discredit them

static viper
#

i tell people that ue4 is not for mobile games or lower class software products.

#

unity has this c# java integration

#

that makes it alot more compatible with devices

plush yew
#

And yet my friend who is a Sr. Designer is currently making a mobile game with UE4.

static viper
#

ue4 is made for consoles and desktop hardware

#

windows and linux are platforms for ue4

#

good for him

#

its no proof

plush yew
#

Unity is great as long as the project is lightweight.
Some people don't have a PC that can run UE4 so they stick to Unity.
Most people who don't code shouldn't use Unity. They'll end up using UE4, because Blueprints.
UE4 has hands down greater development tools than Unity even for mobile game dev

#

But Unity might have better 2D tools

#

That doesn't mean it would necessarily be bad to make a 2D game in UE4.

#

But the fact is, UE4 is a full game engine right from the start. And that's a big deal.

#

Whoever wants to use Unity, that person needs to get into C#

#

or other alternative scripting languages in Unity

#

Unity struggles whenever the project grows in size

#

Trouble loading scenes, calculating lighting, etc

#

Crashes

#

Crashes

#

UE4 has no problem with that.

#

Because it was built to make AAA games and just work

#

To the point where I'm even tempted to make the claim that Unity is a scam

#

I'd recommend Unity to someone who wants to make a low poly game and use C#

#

if you want to do more, use UE4

#

And by the way, I've worked on over 5 mobile games and the lead programmers that had to use Unity freaking hated it and don't want to ever touch it again

#

They preferred VISION over Unity

#

And Vision (by Havok) is dead

frank escarp
#

@plush yew never 4get havok anarchy

tall pendant
#

last time i used Vision was when they were still Trinigy ๐Ÿ˜„

plush yew
#

That's vision

frank escarp
#

oh, true

plush yew
#

yeah

frank escarp
#

it is indeed havok anarcy

plush yew
#

I was in love with that engine until next thing I've learned... it was dead

frank escarp
#

that one has almost UE4 tier C++ programming

plush yew
#

such a shame

frank escarp
#

some could even say its C++ is better than unreal

#

thanks to "less bullshit"

#

but a bit more manual than C++ when you bind stuff to LUA

plush yew
#

Well ,the lead programmer that Im talking about preferred Vision over Unity and UE4

#

He probably had ''reasons'' lol

frank escarp
#

does Vision come with source code?

#

becouse unity doesnt

plush yew
#

I think vision did, but I think it's totally dead now

#

Like you can't use or download it anymore

#

I think Orcs Must Die was made with Vision

frank escarp
#

looks like havok anarchy was the "UDK" version of vision

#

it was closed source

#

sadly the license was bad

#

so people didnt jump in

#

it was "fully free" only for mobile

#

for PC it was "ask us ;)"

#

no one wants an ask-us license

#

and the free for mobile looked sketchy

tall pendant
#

Yeah. Vision came with full source.

#

At least under Trinigy

#

idk about the Havok era

static viper
#

havok

#

wasnt that the elder scrolls?

frank escarp
#

no

tall pendant
#

Physics yeas

static viper
#

yee

frank escarp
#

but a lot of people, a LOT, use the havok physics

static viper
#

looks the same as physx

frank escarp
#

its better in some ways

#

specially for consoles

plush yew
#

@frank escarp Yeah it was sketchy for PC. And I wanted to use it exclusively for Windows.

frank escarp
#

i had a look at it but then UE4 happened

plush yew
#

It's sad really. Intel once bought the dev team from Project Offset and they ended up shutting them down. It was devastating for that dev team

#

It killed them

frank escarp
#

and autodesk bought stingray devs

tall pendant
#

i still remember when DMM was the "next big thing" ๐Ÿ˜„

#

*Digital Molecular Matter

static viper
#

๐Ÿ™„

frank escarp
#

the stingray devs have such a good blog

#

from when the engine was called bitsquid

#

pretty much the best engine dev blog you can get

tall pendant
#

We had an eval of bitsquid

static viper
#

i dont get why people still invest in doing engines

tall pendant
#

it was pretty neat at the time

frank escarp
#

autodesk bought it, and then killed it near-instantly

static viper
#

creating a whole new game engine takes so much time

frank escarp
#

i think they wanted to integrate it inside the maya viewport

#

but things didnt turn out that well

#

meanwhile Blender 2.8 getting a viewport to surpass everything made by autodesk xD

plush yew
#

hahahahaa

static viper
#

i am investing in blender

#

if my team can learn it

#

that would be a plus

plush yew
#

I really don't understand why so many people keep complaining abotu autodesk and keep supporting them anyway

#

Please, just stop lmao

#

rofl

static viper
#

i use maya.

#

its very nice

#

and stable.

#

i dont have problems with it

plush yew
#

It probably is if you can afford it

frank escarp
#

3500 a year...

#

per seat

tall pendant
#

We also had an evaul kit of the Reality Engine decades ago

plush yew
#

How much is it? 1,500 a year? 3k?

static viper
#

i only payed 35 a month

frank escarp
#

for a gimped version

#

might as well use blender at that point

plush yew
#

Exactly

frank escarp
#

you cant even use the cool plugins

static viper
#

maya lt is really nice :3

tall pendant
#

then Epic bought them and integrated a lot of their tech into the next UE

static viper
#

it doesnt come with all the render crap

tall pendant
#

that was UE3 later

frank escarp
#

wich is kind of the entire point of maya

plush yew
#

Blender is so good these days and free. Why arent we all just focusing on improving blender to make the video games industry better for everyone?

frank escarp
#

becouse FBX working as intended

#

as a power grab by autodesk

#

until epic games doesnt finish their glTF support, blender will be crappy in unreal

tall pendant
#

maya isn't 3,5k a year tho

plush yew
#

Last time i checked it was something like 1.5k a year

static viper
#

for lt you only pay 900 a year

#

and you can spread over 3 years

frank escarp
#

they lowered it then

#

the one that is worth it is houdini

plush yew
#

2015
Maya $3,675 (perpetual) $1,470.00 (annual)

frank escarp
#

270 a year (for small companies)

tall pendant
#

1900 a year

#

~

static viper
#

maya lt

#

3 years 700

#

currently

tall pendant
#

1.951,60 โ‚ฌ for full maya

frank escarp
#

autodesk?? lowering prices???

#

holy shit what

static viper
#

i cant believe its that cheap currently

#

o.o

frank escarp
#

i remember it was 6500

#

like a couple years ago

static viper
#

they realized they have enemies ๐Ÿ˜„

icy bone
#

Anyone here take the time to try to beautify their blueprints?

static viper
#

i do

frank escarp
#

sure

static viper
#

its a coders job

icy bone
frank escarp
#

they become C++

static viper
#

oh a bit cramped

frank escarp
#

i do not beautify blueprints

static viper
#

use more subfunctions

frank escarp
#

at all

plush yew
#

MAYA

  • CDN$245.00 (Monthly)
  • CDN$1,965.00 (1 Year)
  • CDN$3,733.50 (2 Year)
  • CDN$5,305.50 (3 Year)
icy bone
#

i found reroute node to be really good, but better if they can be rotated

static viper
#

and custim nodes

frank escarp
#

if i want to beautify them, they go straight to C++

icy bone
#

do u beautify ur C++ too?

frank escarp
#

yes

icy bone
#

i have a tendency to beautify both

#

-.-

static viper
#

that is good

frank escarp
#

for an example yuo can look at my github

plush yew
#

Become the beautifier

frank escarp
#

the Rasterizer project is not beautified

#

at all

static viper
#

nice code is nice for teamworker

frank escarp
#

the Hovercraft game i open source is

icy bone
#

hm ive never really worked in team but...

frank escarp
#

Rasterizer is mostly a experimental thing

#

code quality be dammed, i want FAST

plush yew
#

''hm ive never really worked in team but...'' but I don't miss it

#

LOL

static viper
#

you have good arguments for working in one ๐Ÿ˜„

icy bone
#

i realized that after few thousand lines of code, beautified codes help my future self

frank escarp
#

currently my cpu rasterizer can render 850.000 triangles in a 1024x1024 screen at 40 fps