If you find yourself not able to create content such as the grass (meshes, and textures) and other landscape textures then its probably cheapest to buy the landscape as it generally costs much more to hire someone. But, if youre proficient enough at making textures then I would say its a better deal to learn how to make it yourself (hint: like Oicani said, its not very hard)
To be fair though, Affordable Landscapes 2 has basically the best landscapes I've seen in UE4. I'd say they look better than the kite demo.
[editline]16th February 2017[/editline]
[url]https://www.youtube.com/channel/UCAf3TF_vyB0GYos83SsHyyw/videos[/url]
I recommend this tutorial series if you end up doing it yourself.
On the topic of landscapes, has anyone got any good tutorial series on using world machine with UE4? I know how to get landscapes in, but I have no idea how to go about texturing them on a large scale. Using stacks of masks from world machine doesn't seem like the most efficient way to do it - there's got to be an easier, more efficient way.
I also went to a seminar at the VFX festival in London where Houdini demoed the upcoming terrain generation tools and they look astounding. Everything updates in realtime and the screens they had dotted about showing off work, was exclusively done in Unreal Engine. I'm certain it's going to dethrone World Machine as the top terrain generation tool.
[editline]16th February 2017[/editline]
Here's the video they had up
[media]https://vimeo.com/203866164[/media]
[URL="https://www.artstation.com/artwork/qYvb2"]Arstation Link[/URL]
The guy who gave the presentation was [URL="https://vimeo.com/164776668"]Scott Keating[/URL], [I]not [/I]the artist responsible for the above landscape.
Welp thats more responses than i expected, Thanks :v:,
I did try modelling and texturing but i got way too frustrated at it, Hence why i stick to programming, ui design, game design and such. So yeah i think ill just end up buying the asset . Still thanks for the feedback and links!, i might as well just give it a shot :dog:
Has anyone got experience with using the Custom Stencil buffer?
I'm no tech artist, but I've got to this stage with it using [URL="http://www.tomlooman.com/the-many-uses-of-custom-depth-in-unreal-4/"]this example[/URL]
[t]https://puu.sh/u675l/714b260228.png[/t]
I'm wondering if there's a way to not have the outlines occluded, and so have the outlines continue around each object, instead of blending into one. (and possibly have the outlines be occluded by static meshes, as the objects are going to be inside a building, and I don't really want wallhacks)
The purpose is this is for creating a scanning tool in my project: I want players to explore an environment for objects and be able to determine if the objects are interactive through a handheld scanner screen. I've blended it with the depth buffer so that the player has to be close to the object to see it, but that's as far as I've got.
The original idea was to have a seperate material that was only visible to the player through the render target but I haven't found any examples of that, and don't even know how I would achieve that.
[img]http://i.picpar.com/Zrnc.jpg[/img]
👀
[QUOTE=werewolf0020;51831417]So, for my game ( and since i absolutely dislike level design ) i was thinking of buying a landscape from the marketplace, to be specific affordable landscapes 2
[IMG]http://i.imgur.com/ltdGf5x.jpg[/IMG]
Since -> That landscape fits perfectly the whole mood and its essentialy where the whole game will take place, Thing is the pack contains other 2 landscapes which i really dont need and paying 150$ for a single landscape feels a little bit steep, Am i better off finding someone to recreate that or all in all its a good price?[/QUOTE]
download kite demo and take as many assets as you need from it, didn't stop Squad from doing it
[QUOTE=Johnny Guitar;51832490]download kite demo and take as many assets as you need from it, didn't stop Squad from doing it[/QUOTE]
NO.
Download the content pack, which is what they would have done. The kite demo itself is fucking huge, hence why they published all it's assets to a free asset pack on the marketplace.
[QUOTE=Wickerman123;51832686]NO.
Download the content pack, which is what they would have done. The kite demo itself is fucking huge, hence why they published all it's assets to a free asset pack on the marketplace.[/QUOTE]
that asset pack is missing quite a few things out of it, hence why I didn't say to download the content pack
[vid]http://host.foohy.net/public/Videos/smolcoaster.mp4[/vid]
precious little coaster.
[editline]16th February 2017[/editline]
But basically what's shown here is an exporter I made so one can design a rollercoaster in nolimits, and import it as a spline component into ue4
[QUOTE=Johnny Guitar;51832730]that asset pack is missing quite a few things out of it, hence why I didn't say to download the content pack[/QUOTE]
Like what? I assumed it had everything :/
[QUOTE=a wet towel;51810457]If anyone's interested we wrote [URL="http://www.item42.com/dev-blog/2016/11/14/devblog-2-complete-fps-arms-rig-and-animation-tutorial-from-3ds-max-to-ue4"]a big fat blog post[/URL] on how we made the FPS rig and got it into UE4 that I posted above. I'm sure there's improvements to be made but might point some people in the right direction. We wrote it cause we never found anything that specific or updated.
Also the wrist death on the KRISS is nothing compared to the deagle
[t]https://dl.dropboxusercontent.com/u/5210835/Crunch.JPG[/t][/QUOTE]
One thing I don't understand from your system : does this allow you to ultimately use one rig for everything? or do you still hve to mess with it as you implement more weapons?
[img]http://i.imgur.com/Z0D52NZ.png[/img]
Holy fuck
And they just slipped this in there like it's no big deal
[QUOTE=NitronikALT;51833735]One thing I don't understand from your system : does this allow you to ultimately use one rig for everything? or do you still hve to mess with it as you implement more weapons?[/QUOTE]
Yeah it means every weapon is sharing the same skeleton. As long as all the names of the bones are the same when I export a weapon it doesn't matter if they're different sizes/locations
Does anyone know if there's a way to have a decal that follows along a spline, like a spline mesh would but without it actually using a mesh? Using decals to add roads would make it possible to have the roads actually properly follow all the shapes of a terrain which wouldn't really work with a mesh. I imagine I could make the decal on its own with the shape I need and export it as a texture or as a bunch of tiles and then manually place them on the map, but that'd be kinda tedious.
Nope! :)
To be specific, there's no way to make a proper spline decal. Mesh decals could work, but they don't "project" onto a surface like a regular decal would, so they would still end up floating above the surface a bit (or clipping through).
I'm still kind of bitter that Epic hasn't implemented this yet, as it kind of prevents you from having nice roads/trails/anything on your landscape unless it's completely perfectly flat.
I decided to just make it out of a bunch of decals made out of tiles that I rendered out in 3ds max. It works pretty well, but it is pretty damn tedious to do.
[QUOTE=Oicani Gonzales;51836666]couldnt you use splines with a very simple plane model?[/QUOTE]
Then the issue of clipping comes about and how it doesnt actually follow the landscape.
What's wrong with having a road mesh that's slightly raised that uses a world-aligned edge texture that hides the clipping on the landscape?
[QUOTE=Oicani Gonzales;51836666]couldnt you use splines with a very simple plane model?[/QUOTE]
Then the terrain has to be really flat in the areas that have the road cause otherwise making sure it lines up would be kind of a pain in the ass. With decals it just goes on top of whatever shape the terrain has with zero problems.
I don't contribute much so here's a landscape material I've been working on for the past few weeks (on and off)
[img]https://i.cubeupload.com/khwYQk.jpg[/img]
[QUOTE=simkas;51837336]Then the terrain has to be really flat in the areas that have the road cause otherwise making sure it lines up would be kind of a pain in the ass. With decals it just goes on top of whatever shape the terrain has with zero problems.[/QUOTE]
Doesn't the landscape tool's built in road spline editor do this anyway?
I've not used it but I'd be surprised if it didn't do that.
[QUOTE=Wickerman123;51838197]Doesn't the landscape tool's built in road spline editor do this anyway?
I've not used it but I'd be surprised if it didn't do that.[/QUOTE]
The spline tool for landscapes lets you place spline meshes while deforming the landscape around em.
Its great for placing roads on uneven ground since it just smooths it out.
Couldn't sleep, tried out a different basebuilding method, kinda like The Sims.
[video=youtube;M_I2jV58XVs]https://www.youtube.com/watch?v=M_I2jV58XVs&feature=youtu.be[/video]
This isnt anything special at the moment, but Ive spent the last few days learning substance designer and started a scene that I am going to completely texture with procedural textures I create in designer. It feels really nice to be able to create everything from scratch.
[t]http://i.imgur.com/EyJVerk.jpg[/t]
Are there any benefits to working in C++ as opposed to Blueprints? It seems that working in C++ is just more of a hassle than using Blueprints.
[QUOTE=KillerJaguar;51854394]Are there any benefits to working in C++ as opposed to Blueprints? It seems that working in C++ is just more of a hassle than using Blueprints.[/QUOTE]
It really depends on what you are trying to do, blueprints are great for high level stuff like gameplay, but not the best for low level stuff like data management and other such things.
Hey guys,
I am trying to make a dynamically added sprite bars and detect collision for each of them when player steps on them, when collision happens - it will randomly decide to collapse or not.
I am having trouble detecting collisions for them, or more precisely - firing collision events, in my blueprint event graph - none of the events detect any collisions (I assume because they are dynamically added).
Any input/tips/suggestions would be appreciated.
Here is what level idea looks like:
[T]http://i.imgur.com/JDZ9rNK.png[/T]
and this is what my current blueprint looks like:
[T]http://i.imgur.com/eMQkLHL.png[/T]
[QUOTE=KillerJaguar;51854394]Are there any benefits to working in C++ as opposed to Blueprints? It seems that working in C++ is just more of a hassle than using Blueprints.[/QUOTE]
If somehow the BP asset is broken... good luck trying to restore it. I had problems where my BPs just crashed when I tried to open them.
[QUOTE=Oicani Gonzales;51854939]is Generate Hit Events enabled on both the player and the platforms?[/QUOTE]
Yes, player has generate hit events enabled and so does the reference sprite in Blueprint.
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