[QUOTE=Johnny Guitar;51884237]acting like that gets you only more boxes little man[/QUOTE]
[QUOTE=Wickerman123;51884484]That looks sweet, what platform did you release it on?[/QUOTE]
windows officially but linux is in beta at the moment
[url]http://www.store.steampowered.com/app/394690[/url]
[QUOTE=OverRated_AU;51884537]I like boxes XD.
seems two others like boxes to.[/QUOTE]
Look I'm probably the last person that should be saying this but uh.. try not to look retarded on an internet forum, especially since your game looks like it would be made by someone conducting themselves slightly better.
He's only just joined. There's always a transition period.
When I first joined I didn't even use proper grammar or spelling and was generally just a fucking idiot - took me a while to get used to it.
[editline]28th February 2017[/editline]
I'm having an issue loading a Substance into UE4.
[t]https://puu.sh/unVPw/c1c50b8c83.png[/t]
[t]https://puu.sh/unWkp/29d6c8743b.png[/t]
The normal is just coming in yellow and the diffuse is just wrong, making it totally unusable. Any suggestions?
[QUOTE=Wickerman123;51887252]I'm having an issue loading a Substance into UE4.
[t]https://puu.sh/unVPw/c1c50b8c83.png[/t]
[t]https://puu.sh/unWkp/29d6c8743b.png[/t]
The normal is just coming in yellow and the diffuse is just wrong, making it totally unusable. Any suggestions?[/QUOTE]
Check that the texture import settings for it are set as a normal map. Also try changing the normal format (in substance) between DirectX and OpenGL.
As for the diffuse, I had problems involving sRGB - try changing the texture import settings for it and untick sRGB. Note that this will change your texture format from "Color" to "Linear Color" so you'll need to compensate for that in your material.
Using the above I've got materials loaded into UE4 from substance successfully.
[editline]28th February 2017[/editline]
Oh and one more thing, it's not essential but I'd recommend looking into merging your metallic & roughness maps into one texture map (you can make substance export it like this). I like to assign roughness to red and metallic to green, leaving you blue and alpha which you could use for height and AO perhaps. For this "material" texture I use the "masks" texture format. This will cut down on the texture bandwidth requirement of your materials.
The normal being yellow should be fine. I noticed that too when using substance factories, but once dragged into the material editor it should correct itself.
Make sure to open the red substance thing and adjust the parameters in there if you have any. I can see you are outputting diffuse, rather than basecolour which might be the reason they look different.
[QUOTE=thomasfn;51887720]
[editline]28th February 2017[/editline]
Oh and one more thing, it's not essential but I'd recommend looking into merging your metallic & roughness maps into one texture map (you can make substance export it like this). I like to assign roughness to red and metallic to green, leaving you blue and alpha which you could use for height and AO perhaps. For this "material" texture I use the "masks" texture format. This will cut down on the texture bandwidth requirement of your materials.[/QUOTE]
Agree completely with this.
Unfortunately all the [url]https://source.allegorithmic.com/[/url] materials don't combine them, so if you are using a material from there you'll have to individually input the maps.
Also if you do use a combined map, make sure to uncheck sRBG
[QUOTE=thomasfn;51887720]Check that the texture import settings for it are set as a normal map. Also try changing the normal format (in substance) between DirectX and OpenGL.
As for the diffuse, I had problems involving sRGB - try changing the texture import settings for it and untick sRGB. Note that this will change your texture format from "Color" to "Linear Color" so you'll need to compensate for that in your material.
Using the above I've got materials loaded into UE4 from substance successfully.
[editline]28th February 2017[/editline]
Oh and one more thing, it's not essential but I'd recommend looking into merging your metallic & roughness maps into one texture map (you can make substance export it like this). I like to assign roughness to red and metallic to green, leaving you blue and alpha which you could use for height and AO perhaps. For this "material" texture I use the "masks" texture format. This will cut down on the texture bandwidth requirement of your materials.[/QUOTE]
[t]https://puu.sh/uo0Mi/c0ff5cab57.png[/t]
[QUOTE=Alex141;51887824]The normal being yellow should be fine. I noticed that too when using substance factories, but once dragged into the material editor it should correct itself.
Make sure to open the red substance thing and adjust the parameters in there if you have any. I can see you are outputting diffuse, rather than basecolour which might be the reason they look different.
Agree completely with this.
Unfortunately all the [url]https://source.allegorithmic.com/[/url] materials don't combine them, so if you are using a material from there you'll have to individually input the maps.
Also if you do use a combined map, make sure to uncheck sRBG[/QUOTE]
I changed the output in Designer to basecolour and now it's even more broken...
[t]https://puu.sh/uo10c/b9423ee3da.png[/t]
Just checking a material I've imported from [url]https://source.allegorithmic.com/[/url] these are the settings:
Basecolour - sRGB Checked
Normal - sRGB Unchecked
Height - sRGB Unchecked
Roughness - sRGB Unchecked
Metallic - sRGB Unchecked
If that is all correct, then it might be your .sbsar exporting the channels incorrectly. However, make sure to check the settings in the _INST file.
is there a FP UE4 or game dev IRC/Discord/Slack, I find the official UE discord really crowded and it would be nice to reach out to other devs
I don't know of one, but there [I]definitely[/I] should be one.
Made one :v:
[url]https://discord.gg/8Qa7TNR[/url]
I'll add rooms etc. Anyone who wants to help Admin can just ask.
[QUOTE=Alex141;51888994]Made one :v:
[url]https://discord.gg/8Qa7TNR[/url]
I'll add rooms etc. Anyone who wants to help Admin can just ask.[/QUOTE]
We have a discord already for the FP Programming section altogether, [url]https://discord.gg/Wbvxj4Y[/url], just use that and get a mod to make a channel specifically for UE4
Soo,testing out various things now parsing text effects from the given string, changing the font material at runtime
[IMG]https://media.giphy.com/media/3ogsjO22Crx4qjLShi/source.gif[/IMG]
The given string was /0 Jet Fuel /1Cant /2Melt /2Steel /1Beams
hey I decided to mini gamejam to figure out some stuff and maybe prototype a thing floating around my head, but I'm stuck. I'm following
[url=https://wiki.unrealengine.com/Blueprint_Six-DOF_Flying_Pawn_Tutorial]this tutorial[/url] to set up a flying pawn, and have gotten to the turning portion of controls. being a 4.0.1 tutorial it's a TAD outdated, and ends up causing my ship to strafe goofy directions instead of pitching/yawing. This thing is missing a ton of garbage found in the current flyingpawn starter content so I've just reverted back to picking that apart, but my knowledge is limited in most blueprint functions and it just doesn't do much for me to see a dozen unnamed integers feeding into multipliers with no commentary and the like
here's what I'm hoping to eventually get:
- starfox 64 style loose follow-cam, maybe even that fancy floating multi-step reticle. seriously I even made my test art ship look like an arwing
[t]http://i64.tinypic.com/259lgk6.png[/t]
- I also want to know how any of these settings really affects the controls of the ship. I care less about physics and weights and just want to have direct control over the ship's actions and speed it can rotate/travel. Arcadey, but not weightless
- not that I expect to get this far with it but the thing that really continues to inspire me is the type of large arena bossfight feel the old game had. It's silly simple stuff now but I feel the last game to really capture some of that feel (and add a good sense of speed and maneuvering) was Project Sylpheed, which youtube is sadly lacking the kind of content that really explains how that game [I]felt[/I]
[editline]e[/editline]
looks like other people have set this up roughly how I like in the past, but the only ones competent enough to make something decent are also the ones smart enough to not give away their secrets, haha
[quote][media]https://www.youtube.com/watch?v=QgELBSDAbMk[/media]
[media]https://www.youtube.com/watch?v=ijh-n-ntImA[/media][/quote]
liking these
[editline]e[/editline]
[vid]https://my.mixtape.moe/uctajx.webm[/vid]
well I got some stuff upgraded, figured out how to tweak up the camera and make the targeting reticles, BUT my problem now is that while the camera remains horizontal, if the ship ends up in a roll on one side [left for instance] and I attempt to turn back right, it instead lurches up into the air, because that was right in relation to the ship. I also can't figure out what on earth to change to allow more responsive roll-into-turn motions, though the aesthetic of that doesn't take precedence over the control. I'd like to keep pitch the same (as it allows for full rolls) but yawing left/right should be world-relative
also a feature wishlist item, reticle floaters do something when colliding with geometry, either simply sliding back to show you're approaching the space, or show through but turn red
[editline]e[/editline]
I feel like I just made the function complicated and dumb but I made some values in the rotation-related chunk of the blueprint +/- 1, up from .2. It seems to be the rate at which it tries to correct the roll, so It keeps me upright in turns and flips me at a decent speed if I do a backflip. I'd still love if the ship swayed and rolled like it should, without having to fight the changing control directions
[vid]https://my.mixtape.moe/vhvkbo.webm[/vid]
[editline]e[/editline]
[vid]https://my.mixtape.moe/fxxcvd.webm[/vid]
[t]https://cdn.discordapp.com/attachments/278410172009807882/286611382206595073/screen20shot202015-07-1720at203.png[/t]
So I've only ever coded gamey-stuff with Source and an itty bitty tiny amount of Unity before. I've used UE4 before a bit but all I did then was strap a texture of my face to really glossy spheres and spam lights everywhere. How easy is it to C++ the shit out of this thing?
I wanna make some weird marble racing bing bong
[QUOTE=Rixxz2;51892705]So I've only ever coded gamey-stuff with Source and an itty bitty tiny amount of Unity before. I've used UE4 before a bit but all I did then was strap a texture of my face to really glossy spheres and spam lights everywhere. How easy is it to C++ the shit out of this thing?
I wanna make some weird marble racing bing bong[/QUOTE]
if this gives you any hint, there's a rollyball project template built in, just run the engine and it'll ask you to make a project with this window.
[t]http://i.imgur.com/Phe6gjD.png[/t]
[media]https://www.youtube.com/watch?v=GD4GWLqNIRM[/media]
hopefully this gets you on the right track without needing to do too much scripting from the start, otherwise there's documentation to look into regarding C++ scripting [url=https://docs.unrealengine.com/latest/INT/Programming/Tutorials/]here[/url]. If you're looking to do solely C++ unity is a bit more oriented around using that, whereas UE is usually regarded as being a bit more streamlined for artists.
[media]https://www.youtube.com/watch?v=K6tRt7c2elU[/media]
also I tried another approach with physics-based flight but I feel like I need to add an advanced counter-thrust system to keep it flying like a normal plane anyways. I'm used to doing 6DOF decoupled flight in games like star citizen and elite, but I didn't add strafe thrusters in this build and don't feel like I should require others to get used to that complicated of a control scheme
[vid]https://my.mixtape.moe/truhkm.webm[/vid]
it's still fun learning all the ins and outs of various controls that I can adapt moving forward
[editline]e[/editline]
nevermind it got better
[vid]https://my.mixtape.moe/tefyfz.webm[/vid]
[editline]e[/editline]
just gonna keep dumping little tidbits. Cockpit, reticle, camera motion updated. Ship wasn't gonna be too 1:1 but now I feel like I gotta update the wings/add the blue thingers to make it look right
[t]http://i.imgur.com/OhxVXnq.png[/t]
[vid]https://my.mixtape.moe/iednvx.webm[/vid]
[t]http://i.imgur.com/YXVFES5.png[/t][t]https://68.media.tumblr.com/9c8be19a10435ab9b2438f67ddd61844/tumblr_o5w465kPO01qd4q8ao1_500.gif[/t]
[t]https://i.ytimg.com/vi/FldlF8SNv0k/hqdefault.jpg[/t]
also what the heck do I do to untie this from framerate? I'm recording it out of my editor window, but if I run a fullscreen build the ship can only ever reach 20-25 m/s.
Does anyone know if it's possible to do two handed interaction with the default motion controller pawn setup? (I'm not confident I could build a VR setup myself)
I'm trying to make a useable pool cue. If anyone has any ideas on how I could get that to work, please let me know.
sorry to keep spamming this stuff but I'm pretty proud of how far it's getting given I'm mostly just googling around to figure out what on earth I need in the blueprints
[quote][vid]https://my.mixtape.moe/tangqa.webm[/vid]
[vid]https://my.mixtape.moe/xgubni.webm[/vid][/quote]
[QUOTE=Wickerman123;51913197]Does anyone know if it's possible to do two handed interaction with the default motion controller pawn setup? (I'm not confident I could build a VR setup myself)
I'm trying to make a useable pool cue. If anyone has any ideas on how I could get that to work, please let me know.[/QUOTE]
tried looking around for examples people have already done, just people mis-stating what they're doing as far as I'm seeing.
I feel like the best place to start would be to have the pool cue's orientation rotated toward a target point, being your off-hand.
the problem I'd see with doing this 100% live with both hands for pool is something that poolnation addressed, which would be that the off-hand (that you're using to slide the cue) needs to be locked in place. In reality you can just rest on the table and be still, but that doesn't work well when you're just hovering your arms in the air. Same for the hand pushing the cue, there's a lot of wiggle and lack of physical feel/feedback to work with so it may be best to lock its direction as well.
Yeah I should probably give Poolnation a go.
My main concern though is the the default VR pawn creates and assigns the motion controllers - rather than them already existing in the scene or pawn. It's making it difficult for me to get the location and rotation of them as there is only one motion controller blueprint.
[editline]6th March 2017[/editline]
Ah, I see they changed the name to SportsBar VR and it's £15... Does anyone have it that would be willing to share their library with me? I don't have the disposable income to buy it.
[QUOTE=dai;51919532]
I feel like the best place to start would be to have the pool cue's orientation rotated toward a target point, being your off-hand.
the problem I'd see with doing this 100% live with both hands for pool is something that poolnation addressed, which would be that the off-hand (that you're using to slide the cue) needs to be locked in place. In reality you can just rest on the table and be still, but that doesn't work well when you're just hovering your arms in the air. Same for the hand pushing the cue, there's a lot of wiggle and lack of physical feel/feedback to work with so it may be best to lock its direction as well.[/QUOTE]
I can't say I messed with anything VR but my first thought for a solution for that problem would be to have the off hand detect when the hand is staying in the same position for a small period of time and soft lock it until movement passes a threshold; after it passes that movement threshold sent it back to 1:1.
So say if you measure the velocity of your left hand being held in mid-air and see that its velocity doesn't exceed 10uu/s. While that velocity is under 10 you start a timer; when the timer ends you lock the hand in place until the velocity goes back over 10uu/s. The pros of doing this is you can set up menu options for the soft lock timer and idle velocity. But, again, I have no VR experience so I don't know how this would feel to the player.
As for the main hand aiming and pushing the cue, the same sort of thing could be implemented that locks the rotation of the cue after a period of idle time so you can focus on pushing the cue without worrying about messing up your aim.
This is what I'm trying but it's just not working.
[t]https://puu.sh/uwWaF/ba43669652.png[/t]
(That wire coming up from the bottom is the event triggered by letting go of the object)
I know it's just a basic cube, could that be why it's not working? Do I need to have two interaction points set up for it to work?
When the other hand grabs it just snaps to a different rotation but it doesn't face my left hand and doesn't change thereafter.
(I know having it set like this excludes left handed people but I'm just trying to get it to work before I make a system that allows both)
[editline]6th March 2017[/editline]
That graph was pretty much copied from the [URL="https://forums.unrealengine.com/showthread.php?111074-VR-Content-Examples"]VRContentsExample.[/URL] I had tried something similar myself but I was getting the same issue.
So i'm working on a large outdoor environment with cliffs and sand, excuse the shitty textures.
[t]https://dl.dropboxusercontent.com/u/16349584/demoreel/textureissue.PNG[/t]
What can I do so instead of being projected on the z axis, it is projected on the x and y axis so that it goes around in a complete circle? I used something months ago and I had thought I had the project saved but it turns out I don't sadly...
[QUOTE=nomad1;51924008]So i'm working on a large outdoor environment with cliffs and sand, excuse the shitty textures.
[t]https://dl.dropboxusercontent.com/u/16349584/demoreel/textureissue.PNG[/t]
What can I do so instead of being projected on the z axis, it is projected on the x and y axis so that it goes around in a complete circle? I used something months ago and I had thought I had the project saved but it turns out I don't sadly...[/QUOTE]
So you only want it to map on x and y? Or all three? Either way you could use a world aligned texture node.
[QUOTE=nomad1;51924008]So i'm working on a large outdoor environment with cliffs and sand, excuse the shitty textures.
[t]https://dl.dropboxusercontent.com/u/16349584/demoreel/textureissue.PNG[/t]
What can I do so instead of being projected on the z axis, it is projected on the x and y axis so that it goes around in a complete circle? I used something months ago and I had thought I had the project saved but it turns out I don't sadly...[/QUOTE]
Try using world aligned textures node.
World aligned texture seems to be giving me the results I want. Thanks!
Does anyone know what would be the cheapest / simplest way to save score data for each level?
Right now I'm saving two variables per level in a struct LevelData : int Nodes, int Rooms. Each one of those LevelData structures are in an array called LevelDataSets with each spot corresponding to an Enum containing all of the level names. The problem is though, if I decide to add or remove levels with this setup, the Array would start to become unmanageable with old save files.
I could save each map to a different slot with the map's name but I don't know how much that would grow the save file in comparison.
Another idea that I had blueprinted out was to also save the map name in the LevelData so I can loop through the array and pull out data by matching the name. This would by far be the most manageable way of doing it but I can't help but think there should be a simpler way of accomplishing this.
Are physics always this janky or is it a side effect of using the "AttachToComponent" node? [I](Talking about the pot and pan at the start)[/I]
[media]https://www.youtube.com/watch?v=PqO3i6yhBmM&feature=youtu.be[/media]
Was supposed to be just a test showing my friend how our textures looked in UE4 but I always end up just dicking about, and of course I found an issue.
I assume it's because the chair's collision model isn't very detailed. If you set it to "use complex collision as simple" it should be 1:1 with the visible model.
[QUOTE=Uberslug;51933720]I assume it's because the chair's collision model isn't very detailed. If you set it to "use complex collision as simple" it should be 1:1 with the visible model.[/QUOTE]
It wasn't about the chair - I should change the thumbnail - it was about the pot and pan sticking together at the beginning and clipping through eachother. Is it because they're thin?
Sorry, you need to Log In to post a reply to this thread.