[QUOTE=Wickerman123;51971465]Have you made sure the normals are correct?[/QUOTE]Do you mean the normal maps? Sorry, I'm still kinda new to the modeling scene.
It looked fine when I textured it inside Substance Painter. Not sure if this is an issue with the model itself or UE4.
Apply an edit normals modifier in 3ds max and check that the liens are pointing perpendicular to the faces. Alternatively, upload the model and I'll have a look to see if I get the same issue.
Also, for some reason, my Vive Controller model from the SteamVR installation is borked and is like 100X smaller than it should be. Anyone else had this issue? If anyone has one that's correctly scaled, please send it my way. I've scaled it, but it's not 100% accurate, it's off by 50mm or so, and the handle is significantly shorter than it should be.
[QUOTE=Wickerman123;51971818]Apply an edit normals modifier in 3ds max and check that the liens are pointing perpendicular to the faces. Alternatively, upload the model and I'll have a look to see if I get the same issue.
Also, for some reason, my Vive Controller model from the SteamVR installation is borked and is like 100X smaller than it should be. Anyone else had this issue? If anyone has one that's correctly scaled, please send it my way. I've scaled it, but it's not 100% accurate, it's off by 50mm or so, and the handle is significantly shorter than it should be.[/QUOTE]
Hmm, I'm assuming they're not supposed to look like this. That could be the issue. I'll have to look more into it.
[t]http://i.imgur.com/jenxFeN.png[/t]
[url=https://www.dropbox.com/s/84svp0fag4t2ar2/SM_Bathroom_Cardboard01.FBX?dl=0=]Here's the FBX anyway if you want to try it.[/url]
Hey,
from the first person shooter template, I noticed that when you walk over a small moveable physics actor, the pawn's rotation is affected by the physics calculation from that collision.
How could I prevent this in UE4? In Unity3D what you'd do is to simply freeze the rigidbody component rotation.
Building some POM deformation stuff for surface material examples in an asset pack I'm working on. Particles are placeholder, just stock starter assets.
[media]https://twitter.com/hippowombat/status/842621415702503425[/media]
Man this plugin is just insane.
[t]https://puu.sh/uNjGW/ef9556d664.png[/t]
[t]https://puu.sh/uNjLV/6ef6bd04c0.png[/t]
I never expected this level of detail to be possible.
[editline]17th March 2017[/editline]
Ignore the 9fps readout, that only happened when I opened the snipping tool.
[editline]17th March 2017[/editline]
I should point out that the model is 4m poly's and using 4 UDIM tiles with a 16k texture each, totalling 64k resolution overall.
I only have a 970, but even with that, I'm hitting 70+fps and that's without any optimisations or enabling forward shading.
What plugin is that?
[editline]17th March 2017[/editline]
Nevermind, read earlier posts. Looks freaking nuts!
[QUOTE=hippowombat;51974684]What plugin is that?
[editline]17th March 2017[/editline]
Nevermind, read earlier posts. Looks freaking nuts![/QUOTE]
The UE4 plugin is quite expensive, because it comes with the full SDK. If you want to experiment, go with the Unity version, it's significantly cheaper.
I was lucky enough to convince them to give me a one off license for free seen as it's my final year project, but I've sold myself into writing a "lengthy testimonial" for them..
This was my first attempt at getting my character ingame.
[img]http://i.imgur.com/nMt6wUQ.png[/img]
aaaaaaaaaaAAAAAAAAHHHHHHHHHHHHHHHHH
Importing source engine lightmaps at runtime
[img]http://files.facepunch.com/Layla/2017/March/21/2017-03-21_12-51-25.png[/img]
[img]http://files.facepunch.com/Layla/2017/March/21/2017-03-21_21-37-45.png[/img]
[vid]http://files.facepunch.com/Layla/2017/March/21/2017-03-21_12-59-17.mp4[/vid]
How are you doing that at run time, and what are you doing to solve the issue with the directional light being moveable?
Are there a lot of default assets that come with UE4? I've been meaning to get either this or Unity to dick around in but I am absolutely terrible at making assets for my projects.
There's also tons of high quality cheap asset packs on the marketplace.
Do they still have that subscription model?
[QUOTE=Shirky;51991518]How are you doing that at run time, and what are you doing to solve the issue with the directional light being moveable?[/QUOTE]
I'm encoding the lightmap the way unreal wants it and passing it through my scene proxy. What do you mean? All dynamic lights work the same as if you generated lightmaps with lightmass but instead I'm using a prebaked one from Source.
So, I was trying to port a weapon into UE4 and while I have ported in the weapon, the problem I'm having is with these files: [url]http://puu.sh/uVsPY/c990008931.png[/url]
I have no idea what I would need to do to convert these texture and camo files to something that can be ported into UE4.
Is there a specific program that would be able to convert these files into something suitable for UE4?
[QUOTE=Middle Rafale;51999113]So, I was trying to port a weapon into UE4 and while I have ported in the weapon, the problem I'm having is with these files: [url]http://puu.sh/uVsPY/c990008931.png[/url]
I have no idea what I would need to do to convert these texture and camo files to something that can be ported into UE4.
Is there a specific program that would be able to convert these files into something suitable for UE4?[/QUOTE]
[url]http://ddsviewer.com/[/url]
I can't get those damn overlap BP-nodes to work!
I have an actor with two mesh components inside. One is the one used in the game, the other one is a mesh used for some dungeon generation collision queries at the beginning of the game. When the actor is spawned, I want to perform a check, whether the collision mesh overlaps collision meshes of other instances of the same kind of actor. I tried all the collision check nodes that uses a mesh component as volume to check within and I tried changing the collision presets but it always returns zero overlaps.
Is there something I am missing?
[QUOTE=DeEz;51992633]Do they still have that subscription model?[/QUOTE]
They made it free two years ago.
Does anyone know how this outline effect in the sight works?
[t]https://puu.sh/uX1k5/d40527ac5a.png[/t]
I kinda managed to cobble something together that does something similar but this effect is way better. It's for a handheld scanner I want in my VR app.
I'm going to download the mod tools, but that's going to take me like a day, hopefully this gun is in there.
[QUOTE=Shirky;52006569]Really love what youre doing.[/QUOTE]
All of this is loaded at runtime, nothing in the ULevel (except for a postproc volume) and no uassets
[vid]http://files.facepunch.com/Layla/2017/March/24/2017-03-24_08-40-34.mp4[/vid]
[vid]http://files.facepunch.com/Layla/2017/March/24/2017-03-24_03-00-48.mp4[/vid]
Means we can switch engines if we need to, nothing tied to unreal.
;0
[QUOTE=Wickerman123;52006720]Does anyone know how this outline effect in the sight works?
[t]https://puu.sh/uX1k5/d40527ac5a.png[/t]
I kinda managed to cobble something together that does something similar but this effect is way better. It's for a handheld scanner I want in my VR app.
I'm going to download the mod tools, but that's going to take me like a day, hopefully this gun is in there.[/QUOTE]
I'm interested in similar stuff regarding ship HUD, I want targeting reticles and other 3D information to only be visible through a reflector style screen like in actual jets and stuff
[t]https://upload.wikimedia.org/wikipedia/commons/4/49/Mark_III_free_gun_reflector_sight_mk_9_variant_reflex_sight_animation.gif[/t]
[QUOTE=dai;52007412]I'm interested in similar stuff regarding ship HUD, I want targeting reticles and other 3D information to only be visible through a reflector style screen like in actual jets and stuff
[t]https://upload.wikimedia.org/wikipedia/commons/4/49/Mark_III_free_gun_reflector_sight_mk_9_variant_reflex_sight_animation.gif[/t][/QUOTE]
Every example I've seen uses bumpoffset. This isn't something I know how to do, but [URL="https://forums.unrealengine.com/showthread.php?26342-Holographic-Sight-Material-No-Textures-Needed"]this [/URL]node graph seems to cover most of it.
[editline]24th March 2017[/editline]
[QUOTE=Wickerman123;52006720]Does anyone know how this outline effect in the sight works?
[t]https://puu.sh/uX1k5/d40527ac5a.png[/t]
I kinda managed to cobble something together that does something similar but this effect is way better. It's for a handheld scanner I want in my VR app.
I'm going to download the mod tools, but that's going to take me like a day, hopefully this gun is in there.[/QUOTE]
On that note, thanks to this tutorial:
[media]https://www.youtube.com/watch?v=IEHxjw6VEMQ[/media]
I've cut the material way down. Previously I was using someone else's implementation, that allows for coloured outlines defined by a setting in the rendering tab of a mesh, and the node graph was awful:
[t]https://puu.sh/uXf8Q/df7473b860.png[/t]
Now it's way less of a clusterfuck and simple to set up:
[t]https://puu.sh/uXff6/1d27169def.png[/t]
[QUOTE=layla;52007257]All of this is loaded at runtime, nothing in the ULevel (except for a postproc volume) and no uassets
[vid]http://files.facepunch.com/Layla/2017/March/24/2017-03-24_08-40-34.mp4[/vid]
[vid]http://files.facepunch.com/Layla/2017/March/24/2017-03-24_03-00-48.mp4[/vid]
Means we can switch engines if we need to, nothing tied to unreal.
;0[/QUOTE]
Thats reminding me quite a bit about my FPS Template.
[media]https://www.youtube.com/watch?v=EdIZzaBFfiI[/media]
Also, what are you doing about level optimizations?
Here was me thinking that an outline effect could only be achieved with post processing and using a render target when in fact it can work as a normal material... :suicide:
[I]Scenecapture+rendertarget[/I]
[t]https://puu.sh/uXws9/e519cf40fb.png[/t]
[I]Additive Material with opacity of 1[/I]
[t]https://puu.sh/uXwxY/060c00869f.png[/t]
[QUOTE=dai;52007412]I'm interested in similar stuff regarding ship HUD, I want targeting reticles and other 3D information to only be visible through a reflector style screen like in actual jets and stuff
[t]https://upload.wikimedia.org/wikipedia/commons/4/49/Mark_III_free_gun_reflector_sight_mk_9_variant_reflex_sight_animation.gif[/t][/QUOTE]
You should get the RoboRecall mod tools. "Content>FX>Holograms>Weapons" has some really useful stuff in it. They have crosshairs that are only visible through a screen on some weapon sights.
[editline] erpotn [/editline]
Fuck, my merge.
[editline] erpotn [/editline]
[QUOTE=Oicani Gonzales;52008976][url]http://www.tomlooman.com/multi-color-outline-post-process-in-unreal-engine-4/[/url][/QUOTE]
This is what I was originally using, but I didn't fully understand how it worked - I covered this on the last page.
[QUOTE=Wickerman123;52007455]Every example I've seen uses bumpoffset. This isn't something I know how to do, but [URL="https://forums.unrealengine.com/showthread.php?26342-Holographic-Sight-Material-No-Textures-Needed"]this [/URL]node graph seems to cover most of it.[/QUOTE]
nice, I think I've figured it out. Turns out bump offset is actually something I was looking for a while ago, just used it to create a texture that fakes the inside of backlit signage. Should come in handy more in my day-to-day projects, haha
[quote][vid]https://my.mixtape.moe/ekaqoq.mp4[/vid][/quote]
only problem I have right now is that at harsh angles it tends to stop moving and scrunch forward
Maybe my Google-fu is weak, but I can't seem to find how to check if the game is running in full screen mode. Can anyone point me in the right direction?
Sorry, you need to Log In to post a reply to this thread.