[QUOTE=Wickerman123;52076139]Hey guys, I'm in my final year of Uni and as such have a research project to complete. I'd really appreciate it if you could help out, I only managed to get through 22 people before I got kicked out the lab I booked.
[I]I don't know if it works on Oculus or not, so if you could let me know that would be great.[/I]
The purpose is to compare delivery of information between a VR experience and a traditional leaflet and see if this affects their score in a quiz. What I need is for some people to do the VR experience and then fill out the quiz marked as [B](VR,)[/B] then read the leaflets, then fill out the [B]"Honours Project Survey."[/B]
I'll also need some people to read the leaflets first, and then fill out the quiz marked [B](leaflets,)[/B] then do the VR experience and then fill out the survey.
[U][B]Please make sure you do the right quiz, I don't have many results so one fuck up could skew the results. You only have to do the quiz once, for whichever part you did first.[/B][/U] [I]Also please don't cheat, I don't want inaccuracies.[/I]
To make sure that there's people doing both, please rate this post [img]https://facepunch.com/fp/ratings/zing.png[/img] if you did the VR Quiz and [img]https://facepunch.com/fp/ratings/information.png[/img] if you did the Leaflet Quiz. Please check before you do either!
You'll find all the files in [URL="https://drive.google.com/drive/folders/0B5vEoQVTCcpXcUFUeUliSGZsLVk"]this Google Drive folder[/URL].
I know the controls are a little confusing so I'll quickly go over some things people missed in the tutorial:
[I]The menu has to be open to interact with the tutorial screen.
You have to close the contextual menu to be able to use the scanner.
You have to click "finished reading" before you can scan another object.[/I]
If you drop one of the "puzzle" pieces and can't get it, or it vanishes, use numbers 1 through 7 on your keyboard to spawn in a new one. There's a readout in the contextual menu that shows you how many pieces you've found.
I know the text in the VR experience is boring to read, but please do read it, you'll be quizzed on stuff afterwards. You'll get a nice surprise once you put the last puzzle piece on the plinth.
If you have any issues or get confused, message me on Discord (wickerman123)
[editline]8th April 2017[/editline]
Shoutout to VisceralBowl for mentoring me on Google Hangouts for 2 days straight![/QUOTE]
I forgot to mention that the tomb is two separate pieces - carvings and body. That was one big mistake I made.
Submitted a new asset to the marketplace - Simple Demolitions System
[video=youtube;7HxKe_9ytvc]https://www.youtube.com/watch?v=7HxKe_9ytvc&feature=youtu.be[/video]
[QUOTE=layla;52082590]video here[/QUOTE]
It's the Dunning-Kruger effect with these kinds of questions I think. Once you've used a profiling tool you'll realize how crazy effective they are and you won't be worried about "but the code looks bad" or "it does an extra copy here" and they spend hours trying to micro-optimize instead of just focusing on features. Once you have features in you can quickly go over hotspots with a profiler and clean shit up. For some reason most people just need to be pushed into opening one. People get worried about the wrong things when they first start and once you've gained experience it just seems so obvious to us what's important etc when it can be too abstract for beginners.
[QUOTE=layla;52082590][media]https://www.youtube.com/watch?v=flEtQBPtBTc[/media][/QUOTE]
That just summed up my 10k word dissertation on blueprints vs C++ in ue4.
Michael Allar's wisdom has brightened our days once more
I'm about to start work on my FPS! Are there any good tutorials/resources for making an FPS? Specifically for weapon management systems, health systems, and movement. I'd also accept good pre-built things on the marketplace just to speed things along
Getting back to work on Woodbound.
[media]https://twitter.com/hippowombat/status/851785247637217281[/media]
Figured out some edge wear painting within UE4.
[media]https://twitter.com/hippowombat/status/853457652025655296[/media]
Decided to re-do the visuals in my game, going for a cleaner toon look.
[t]https://i.imgur.com/6CAzYYU.jpg[/t]
[t]https://i.imgur.com/tqpGxXX.jpg[/t]
[t]https://i.imgur.com/JKuIGFj.jpg[/t]
Almost feels like a breath of the wild screenshot. Looking sweeeeeet
[QUOTE=werewolf0020;52112943]Almost feels like a breath of the wild screenshot. Looking sweeeeeet[/QUOTE]
Thanks fam, hugely inspired by BotW. I wish I had a switch so I could just stare at it all day.
I think if you tone the bloom and lighting down a bit, adjust it to be a bit softer in the contrast and you'd have a absolutely gorgeous game.
Also does anyone have any recommended material for teaching UE4 stuff that isn't the official documentation? I'm not a fan of how much it relies on the starter stuff, I want to go from scratch and actually get the basics, not just learn to lift the starter blueprints. I want to use UE4 pretty badly, but unlike everything else I have ever done, where I've been able to just bumble my way through it, UE4 is kicking my ass pretty solidly in that regard.
[QUOTE=F.X Clampazzo;52114828]I think if you tone the bloom and lighting down a bit, adjust it to be a bit softer in the contrast and you'd have a absolutely gorgeous game.
Also does anyone have any recommended material for teaching UE4 stuff that isn't the official documentation? I'm not a fan of how much it relies on the starter stuff, I want to go from scratch and actually get the basics, not just learn to lift the starter blueprints. I want to use UE4 pretty badly, but unlike everything else I have ever done, where I've been able to just bumble my way through it, UE4 is kicking my ass pretty solidly in that regard.[/QUOTE]
YouTube videos. Epic Games do live-streams every week. You can buy courses on sites like Udemy. There's so many avenues to learn how to use it.
VectorayGen has been released!
Create millions and millions of vector fields. Vector fields for everyone!
Our 3D Preview is a 1:1 view of what you'll see in UE4.
[T]http://i.imgur.com/sEzgztV.png[/T]
[URL]https://jangafx.com/vectoraygen-0-15-0-beta-released-available-purchase-now/[/URL]
In all seriousness, we've been working really hard to get this out. It's so beautiful. :zing:
My demolitions thing was approved - wooooo
I just noticed that I dont think I posted my latest environment here.
[t]http://i.imgur.com/H2pns1B.jpg[/t][t]http://i.imgur.com/4jmiycT.jpg[/t]
[t]http://i.imgur.com/As9lNzT.jpg[/t][t]http://i.imgur.com/b7Nx03g.jpg[/t]
[t]http://i.imgur.com/Q0kLBAl.jpg[/t][t]http://i.imgur.com/GukP1p4.jpg[/t]
[t]http://i.imgur.com/1Rl4Yhq.jpg[/t]
[QUOTE=Shirky;52122827]Porn[/QUOTE]
*Gets through the first 4 images*
Lord have mercy I can only get so erect
Anyone here have experience with procedural meshes? I know how to generate one in UE4, and I've successfully done so, but now I'm doing things more complex than a simple cube and I'm curious if I can save my self some trouble by calculating my triangles dynamically from my vertices, or if I need to actually implement my base solution and then subdivide my triangles when I sub-divide my vertices as well. The latter seems to be the logically best solution since I don't really /need/ to dynamically generate my triangles I don't think, but I'm more curious if I can.
[QUOTE=F.X Clampazzo;52125296]Anyone here have experience with procedural meshes? I know how to generate one in UE4, and I've successfully done so, but now I'm doing things more complex than a simple cube and I'm curious if I can save my self some trouble by calculating my triangles dynamically from my vertices, or if I need to actually implement my base solution and then subdivide my triangles when I sub-divide my vertices as well. The latter seems to be the logically best solution since I don't really /need/ to dynamically generate my triangles I don't think, but I'm more curious if I can.[/QUOTE]
I think you're overthinking it, you just need your vertices and then indices for triangles, what do you mean by sub dividing vertices?
If you can generate a cube then there's nothing different you need to do to generate any other kind of geometry.
[QUOTE=layla;52125344]I think you're overthinking it, you just need your vertices and then indices for triangles, what do you mean by sub dividing vertices?
If you can generate a cube then there's nothing different you need to do to generate any other kind of geometry.[/QUOTE]
The plan being to take a 3d shape, with a set amount of vertices, and then turning it onto a much smoother shape. Sorta like generating an Icosphere. I think I've already solved it and will probably just take from a static basic set for my shape and work from that data, since that's the easiest solution. Is there way to generate my UV co-ords dynamically though? I'm not 100% at an understanding with UV, textures and all that jazz. I understand the absolute basics of 3D modeling, but not really much else seeing as I've largely only had experience in programming.
I've managed to get an icosahedron to form, but I can only get it to texture as if it had 8 faces. Maybe if I convert to spherical co-ords.
You can use opensubdiv if all you want to do is subdivide a mesh to make it smoother
I got it! I just took my vertex co-ordinates, converted them to spherical co-ordinates and then normalised them before dropping them into my UV array. Bam, close enough UV mapping for my needs. It's ugly, but at least I can see the shape.
[video=youtube;k9qaX-Gitmc]http://www.youtube.com/watch?v=k9qaX-Gitmc[/video]
Yay! (map from shirk)
Alright, here's the final. Rocks get sucked up and if they touch water, they make a splash. Explosion sound and particles were fixed too. Made a different camera track this time too.
[video=youtube;72abXopPJ-g]http://www.youtube.com/watch?v=72abXopPJ-g[/video]
[t]http://i.imgur.com/5q9PnFd.png[/t]
Significant rendering improvements and additions in the 4.16 update, distance fields are seriously underappreciated imo and the improvements on them get me all sorts of hyped. Plus a volumetric fog solution in-house out of the box, [URL="https://forums.unrealengine.com/showthread.php?142071-Unreal-Engine-4-16-Preview&p=693808#post693808"]what a fucking great update.[/URL]
Replication is a massive mindfuck
[B][I]MASSIVE[/I][/B]
What are you talking? Do your job right and it just will become big, not a massive mindfuck
I mean replication is OK, im just having a hard time grasping its concepts. Mostly when it comes to calls from the client to the server
[img]http://i.imgur.com/atiZDdL.png[/img]
i look away from our code for 2 seconds and this happens
: ' ' ' ' ' ' ' ' ' )
edit: love yourself, fix a coworker's garbage-ass code today
[img]http://i.imgur.com/7RcC4a5.png[/img]
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