• UE4 Development v2
    796 replies, posted
  • Avatar of Shirky
  • [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.
  • Avatar of Uberslug
  • 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.
  • Avatar of ZomboJoe
  • [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.
  • Avatar of hippowombat
  • 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]
  • Avatar of Shirky
  • 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.
  • Avatar of Shirky
  • [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.
  • Avatar of arleitiss
  • 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]
  • Avatar of Nicolas
  • [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.
  • Avatar of Inacio
  • [QUOTE=arleitiss;51854868]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] is Generate Hit Events enabled on both the player and the platforms?
  • Avatar of arleitiss
  • [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.
  • Avatar of hippowombat
  • Updated the wall drawing thing, now instead of using the mouse wheel to dictate length, it just snaps length to the pointer position along the edge of the floor. [media]https://twitter.com/hippowombat/status/834133140507488257[/media]
  • Avatar of Shirky
  • [QUOTE=hippowombat;51855214]Updated the wall drawing thing, now instead of using the mouse wheel to dictate length, it just snaps length to the pointer position along the edge of the floor. [media]https://twitter.com/hippowombat/status/834133140507488257[/media][/QUOTE] What are you using for the mesh? Is it procedural or is it just a mesh being stretched and a material being applied? Also, heres a useful tip for those that arent aware that you can make a custom pivot in UE4 for meshes. If you hold down the middle mouse button and move the transform gizmo, you can move the pivot point for the mesh temporarily. [vid]https://a.pomf.cat/eqpmre.webm[/vid]
  • Avatar of hippowombat
  • [QUOTE=Shirky;51856228]What are you using for the mesh? Is it procedural or is it just a mesh being stretched and a material being applied?[/QUOTE] Just a mesh being stretched with a global aligned material being applied.
  • Avatar of Layla
  • [QUOTE=hippowombat;51853325]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][/QUOTE] Look up DCEL structure, it's perfect for making a sims game
  • Avatar of Johnny Guitar
  • [QUOTE=hippowombat;51856243]Just a mesh being stretched with a global aligned material being applied.[/QUOTE] I have an actor that allows me to do some funky stuff like this: [t]http://i.imgur.com/a32Uyaf.jpg[/t] [t]http://i.imgur.com/rFO9ltK.jpg[/t] basically it allows you to cut a hole into a tilable wall segment, I had to edit the engine to allow me to do this but if you want I can throw the code your way and you can take a look at it :> It allow me to set this up: [t]http://i.imgur.com/1oGAUnL.jpg[/t] but yeah, the wall segment is a 3d model you feed into the actor, it tiles the UV's properly and allows you to have an horizontal mesh pattern preserved. Really good for baseboards in houses as well as siding for houses.
  • Avatar of hippowombat
  • [QUOTE=Johnny Guitar;51857005]I have an actor that allows me to do some funky stuff like this: [t]http://i.imgur.com/a32Uyaf.jpg[/t] [t]http://i.imgur.com/rFO9ltK.jpg[/t] basically it allows you to cut a hole into a tilable wall segment, I had to edit the engine to allow me to do this but if you want I can throw the code your way and you can take a look at it :> It allow me to set this up: [t]http://i.imgur.com/1oGAUnL.jpg[/t] but yeah, the wall segment is a 3d model you feed into the actor, it tiles the UV's properly and allows you to have an horizontal mesh pattern preserved. Really good for baseboards in houses as well as siding for houses.[/QUOTE] Oh man yeah if you're willing to share I'd love to look at that, I was going to look into this awful spline tracing workaround to get windows and doorways in, but this looks way nicer. Great work, I'll PM you. [editline]21st February 2017[/editline] [QUOTE=layla;51856885]Look up DCEL structure, it's perfect for making a sims game[/QUOTE] Googling now, thanks for the tip!
  • Avatar of Layla
  • [QUOTE=Johnny Guitar;51857005]I have an actor that allows me to do some funky stuff like this: [t]http://i.imgur.com/a32Uyaf.jpg[/t] [t]http://i.imgur.com/rFO9ltK.jpg[/t] basically it allows you to cut a hole into a tilable wall segment, I had to edit the engine to allow me to do this but if you want I can throw the code your way and you can take a look at it :> It allow me to set this up: [t]http://i.imgur.com/1oGAUnL.jpg[/t] but yeah, the wall segment is a 3d model you feed into the actor, it tiles the UV's properly and allows you to have an horizontal mesh pattern preserved. Really good for baseboards in houses as well as siding for houses.[/QUOTE] Stuff like this gives me a nerd boner, makes me want to work on my room builder again. [img]http://files.facepunch.com/Layla/2016/June/15/UE4Editor_2016-06-15_08-41-33.png[/img]
  • Avatar of Links
  • Hi guys, would this be a good place for advice on understanding settings and tips for architectural visualization in Unreal Engine? I'm working with a company trying to get more involved in this for the eventual purpose of VR and interactive tours, and while I feel like I have a pretty good handle on the engine there are areas that I'm trying to improve on like lighting and reflections to achieve more realistic results and avoid graphical issues. Just wondering if I should go here or to the Digital 3D Art thread before I start cluttering up the thread with questions. Thanks!
  • [QUOTE=Links;51864007]Hi guys, would this be a good place for advice on understanding settings and tips for architectural visualization in Unreal Engine? I'm working with a company trying to get more involved in this for the eventual purpose of VR and interactive tours, and while I feel like I have a pretty good handle on the engine there are areas that I'm trying to improve on like lighting and reflections to achieve more realistic results and avoid graphical issues. Just wondering if I should go here or to the Digital 3D Art thread before I start cluttering up the thread with questions. Thanks![/QUOTE] You'll probably be able to find answers to questions here, quite a few people work with VR headsets in here I believe.
  • [QUOTE=Links;51864007]Hi guys, would this be a good place for advice on understanding settings and tips for architectural visualization in Unreal Engine? I'm working with a company trying to get more involved in this for the eventual purpose of VR and interactive tours, and while I feel like I have a pretty good handle on the engine there are areas that I'm trying to improve on like lighting and reflections to achieve more realistic results and avoid graphical issues. Just wondering if I should go here or to the Digital 3D Art thread before I start cluttering up the thread with questions. Thanks![/QUOTE] Try and get your hands on a copy of 3D World issue 218, it's got a pretty great spread on archvis and getting good GI bakes in UE4.
  • Avatar of Shirky
  • Kind of running out of ideas, yet I still feel like I have so much to add to this scene. [t]http://i.imgur.com/mBY2wfy.jpg[/t] [t]http://i.imgur.com/FGVIQps.jpg[/t]
  • Avatar of Cow Muffins
  • [QUOTE=Shirky;51866478]Kind of running out of ideas, yet I still feel like I have so much to add to this scene. [t]http://i.imgur.com/mBY2wfy.jpg[/t] [t]http://i.imgur.com/FGVIQps.jpg[/t][/QUOTE] Needs some spiderwebs and dirt in the corners of the floor.
  • Avatar of Shirky
  • [QUOTE=Cow Muffins;51866697]Needs some spiderwebs and dirt in the corners of the floor.[/QUOTE] Cobwebs are definitely something Im thinking of adding, Im just not entirely sure how I will make something like that in substance designer.
  • Avatar of Enternode
  • The metal door between the iron door and the brick arch isn't (apparently) rusted, yet the door is.