• UE4 Development
    5,000 replies, posted
After putting together all my modular assets and building this part of the track, I found the vertex snapping tool :smile: [T]http://i.imgur.com/IClSoIa.jpg[/T] [T]http://i.imgur.com/wMAjdIP.jpg[/T]
[QUOTE=Evanstr;50158141]Anyone got any tip of what I should say in a dev grant request? Im looking for them to help me with a vive + funds.[/QUOTE] Have a prototype, having something to show really helps. I think if you just have an idea it probably won't bode well. Regards what to say, just explain who you are, what you want to do and why you would benefit from the grant. That's what I did at least.
forgot to crosspost from the vive thread earlier, for those working with the vive, you can find the actual vive model and textures in this folder: C:\Program Files (x86)\Steam\steamapps\common\SteamVR\resources\rendermodels\vr_controller_vive_1_5 everything is .obj files in that folder and will import super tiny into UE4, but scaling everything to 100.0 fixes it. There's a maya file one folder up, I'm installing maya now to see how workable it is [t]http://i.imgur.com/uqVtw2e.png[/t] aperture skin courtesy of [url=https://facepunch.com/showthread.php?t=1512926&p=50145450&viewfull=1#post50145450]killstr3aKs[/url] [QUOTE=Killstr3aKs;50145450]I made a shitty Aperture skin for the Vive controller while I wait for the real thing to arrive :v: [t]http://i.imgur.com/dOGPEu1.png[/t] [vid]https://zippy.gfycat.com/PowerfulUniqueBufeo.webm[/vid] Feel free to download it, AFAIK you just need to rename it [B]onepointfive_texture[/B] and save it in Steam\steamapps\common\SteamVR\resources\rendermodels\vr_controller_vive_1_5 ([B]rename the original file onepointfive_texture_old or something first[/B]) [t]http://i.imgur.com/iSoAtiH.png[/t][/QUOTE] [editline]e[/editline] note, all the pieces are separate so you can do button actions and swap stuff around. It comes in vertical like this and all aligned properly, and there's a scrolly wheel version of the trackpad that you'll have to manually hide/remove for most of your purposes [t]http://i.imgur.com/oBn8kW5.png[/t] [t]http://i.imgur.com/n89NVJt.png[/t] [editline]e[/editline] managed to get maya installed and open the .ma controllers file, seems it was all devkit stuff, neat but not quite useful [t]http://a.pomf.cat/gcovew.png[/t]
Where does everyone get their content from? I'm having a hard time finding free assets, specifically hand-to-hand combat anims for the third person skeleton and free weapons
In the age of UE4 I would say most people either buy it, or make it.
You can find a few free things to get you started on the marketplace. The example stuff made by Epic have a lot of content that you can use for prototyping; shooter game, open world demo, effects cave, etc. Otherwise you can probably scrounge up some free models on turbosquid or something similar.
still completely unsure about the direction i should go with my ship HUD, is this an improvement? [video=youtube;nPHYWzcdpOU]https://www.youtube.com/watch?v=nPHYWzcdpOU&feature=youtu.be[/video]
lose the minecraft slots, for starters. I like where you're going with the HUD but it feels oddly in the way for being so minimal. Could make features smaller probably
[QUOTE=Oicani Gonzales;50165431]still completely unsure about the direction i should go with my ship HUD, is this an improvement? [/QUOTE] I Would say the circular area is way to big (to close to the top left icons) [B]Decided [/B] today to take Vroomist a new direction by allowing 100% player made contraptions which takes use of the vehicle physics system I created, Hope to have this down in a week. [T]http://i.imgur.com/UXBCD8W.jpg[/T]
[video=youtube;c7HMHsSdgLk]http://www.youtube.com/watch?v=c7HMHsSdgLk[/video] testing some new mechanics
For anyone that has tried both, would you say UE is any easier to dev with than Unity? (Asside from needing a cray super computer to run the damn editor) Note I am capable in both C# and C++ so the scripting language doesnt scare me, more so the API and tooling
[QUOTE=Richy19;50167024]For anyone that has tried both, would you say UE is any easier to dev with than Unity? (Asside from needing a cray super computer to run the damn editor) Note I am capable in both C# and C++ so the scripting language doesnt scare me, more so the API and tooling[/QUOTE] C++ has a shit load of caveats and takes years to truly understand it, I would 100% recommend reading Scott Meyer's series on C++ if you decide to choose UE4. My background is in both C++ and C#, but my day job is also mainly C# line of business applications. When you choose UE4, be mindful C++ applications and libraries come with whole mindsets rather than if you use C#, everything is relatively safe to use how you want. Having said that, I would choose UE4, granted everything I've done in both engines has been intro/hobby ideas and I have a much greater experience within UE4. Although, if you plan to use ReSharper with UE4 think again! It takes forever to start a project, although after the initial start up it caches it, but eh; sucks to wait 30 minutes to load your project. With UE4 you have direct access to the source in your solution which is amazing! The UE4 editor feels better to me and the tooling for non-programmers is great.
Just buy SSD if your loading time sucks. Also UE4 is harder to work with but more rewarding and better, if you want to do big projects.
[QUOTE=Fourier;50167133]Just buy SSD if your loading time sucks. Also UE4 is harder to work with but more rewarding and better, if you want to do big projects.[/QUOTE] I have four! Do you have very fast ReSharper load times with UE4 projects? The support tickets I've been finding have been saying the issue still persists and they've adding caching which I've noticed?
[QUOTE=Proclivitas;50167140]I have four! Do you have very fast ReSharper load times with UE4 projects? The support tickets I've been finding have been saying the issue still persists and they've adding caching which I've noticed?[/QUOTE] Nope sorry, I thought you run HDD. Then... I don't know, it's probably CPU related
[QUOTE=Fourier;50167155]Nope sorry, I thought you run HDD. Then... I don't know, it's probably CPU related[/QUOTE] 5820k :/
[QUOTE=Proclivitas;50167157]5820k :/[/QUOTE] Yeah too slow. Maybe anything today is too slow for unoptimized code in Resharper.
I use Qt Creator for C++ projects. It has relatively short loading times for big codebases like UE4. Visual Studio has been terribly slow for C++ projects in my experience.
[QUOTE=Winded;50167868]I use Qt Creator for C++ projects. It has relatively short loading times for big codebases like UE4. Visual Studio has been terribly slow for C++ projects in my experience.[/QUOTE] Visual Studio all the way
[QUOTE=Evanstr;50166191]I Would say the circular area is way to big (to close to the top left icons) [B]Decided [/B] today to take Vroomist a new direction by allowing 100% player made contraptions which takes use of the vehicle physics system I created, Hope to have this down in a week. [T]http://i.imgur.com/UXBCD8W.jpg[/T][/QUOTE] :jawdrop: Shit man as if your game didn't already look freaking amazing. :jawdrop:
[QUOTE=hippowombat;50167923]:jawdrop: Shit man as if your game didn't already look freaking amazing. :jawdrop:[/QUOTE] :smile: Thankyou !
Hey, everyone, I finally got permission to make a gamedev thread on GGD. Dropping by to let you guys know: [url]https://facepunch.com/showthread.php?t=1515555[/url]
[I]Finally.[/I]
It's alive!
[QUOTE=Richy19;50167024]For anyone that has tried both, would you say UE is any easier to dev with than Unity? (Asside from needing a cray super computer to run the damn editor) Note I am capable in both C# and C++ so the scripting language doesnt scare me, more so the API and tooling[/QUOTE] I feel like Unity is approaching Garrysmod levels of ease of development and API design. UE4 is pretty reasonable but the C++ API is kind of convoluted IMO, and their component system kind of sucks. Blueprint is really nice though, and I'm sure with more experience the C++ API could become familiar, but personally I think Unity is without a doubt easier and faster to work in if only because the API and docs are so fantastic. [editline]21st April 2016[/editline] [QUOTE=Proclivitas;50167122]C++ has a shit load of caveats and takes years to truly understand it, I would 100% recommend reading Scott Meyer's series on C++ if you decide to choose UE4. My background is in both C++ and C#, but my day job is also mainly C# line of business applications. When you choose UE4, be mindful C++ applications and libraries come with whole mindsets rather than if you use C#, everything is relatively safe to use how you want. Having said that, I would choose UE4, granted everything I've done in both engines has been intro/hobby ideas and I have a much greater experience within UE4. Although, if you plan to use ReSharper with UE4 think again! It takes forever to start a project, although after the initial start up it caches it, but eh; sucks to wait 30 minutes to load your project. With UE4 you have direct access to the source in your solution which is amazing! The UE4 editor feels better to me and the tooling for non-programmers is great.[/QUOTE] The editor is most definitely better. The BSP tools are absolute perfection and I really miss them in Unity. [editline]21st April 2016[/editline] [QUOTE=Fourier;50167133]Just buy SSD if your loading time sucks. Also UE4 is harder to work with but more rewarding and better, if you want to do big projects.[/QUOTE] I'm curious why you think UE4 is more rewarding / better for big projects? I can sort of the relate to it being more rewarding but only because everything took so much effort that even little victories felt big :v:
[QUOTE=Proclivitas;50167140]I have four! Do you have very fast ReSharper load times with UE4 projects? The support tickets I've been finding have been saying the issue still persists and they've adding caching which I've noticed?[/QUOTE] resharper c++ is terrible with large projects (eg. UE4 + game code) and constantly locks the IDE. visual assist x is a much better choice to use in conjunction with UE4. [QUOTE=srobins;50175850]I feel like Unity is approaching Garrysmod levels of ease of development and API design. UE4 is pretty reasonable but the C++ API is kind of convoluted IMO, and their component system kind of sucks. Blueprint is really nice though, and I'm sure with more experience the C++ API could become familiar, but personally I think Unity is without a doubt easier and faster to work in if only because the API and docs are so fantastic. [editline]21st April 2016[/editline] The editor is most definitely better. The BSP tools are absolute perfection and I really miss them in Unity. [editline]21st April 2016[/editline] I'm curious why you think UE4 is more rewarding / better for big projects? I can sort of the relate to it being more rewarding but only because everything took so much effort that even little victories felt big :v:[/QUOTE] really? i think ue4's actor/component system is much better than unity's "everything is MonoBehaviour" component system. also seeing java conventions in c# code is pretty bad. ue4's bsp tools are also pretty shitty but i suppose it's better than them not existing at all.
This have been a real challenge to program so far, Everything is in C++ What are peoples opinions? the objective of this system is for players to build there own physics based cars on the fly! All Fps hits are due to my recorder, was at 120fps for me. [video=youtube;KayoXVWbkdc]https://www.youtube.com/watch?v=KayoXVWbkdc&feature=youtu.be[/video]
[QUOTE=Evanstr;50180174]This have been a real challenge to program so far, Everything is in C++ What are peoples opinions? the objective of this system is for players to build there own physics based cars on the fly! All Fps hits are due to my recorder, was at 120fps for me. [video=youtube;KayoXVWbkdc]https://www.youtube.com/watch?v=KayoXVWbkdc&feature=youtu.be[/video][/QUOTE] I think a ghosted model would be better than the blue box from a visual standpoint, but that's awesome man! Crazy question, or not, but does anyone think they could kinda like take me under their wing? I watch tutorials on youtube and I can do a lot of those things easily but it's all becoming boring to me haha, I just want to become more proficient in C++ and help anyone if possible. Sorry if I come off seeming annoying, just want this kind of stuff to be my future and you talented fellows could surely help :v:
[QUOTE=SteveUK;50179899]resharper c++ is terrible with large projects (eg. UE4 + game code) and constantly locks the IDE. visual assist x is a much better choice to use in conjunction with UE4. really? i think ue4's actor/component system is much better than unity's "everything is MonoBehaviour" component system. also seeing java conventions in c# code is pretty bad. ue4's bsp tools are also pretty shitty but i suppose it's better than them not existing at all.[/QUOTE] Dunno, don't take my word as an attempt at an objective comparison between the systems, but I definitely feel like Unity's component system is much more natural and easy to work with than what I remember from UE4. I'm curious why you think the BSP tools are shitty, though? I feel like they're very intuitive and handy for blocking stuff out. Being able to drag around faces and vertices with grid/angle snapping is pretty much all I could hope for, especially coming from Hammer.
[QUOTE=srobins;50183525]Dunno, don't take my word as an attempt at an objective comparison between the systems, but I definitely feel like Unity's component system is much more natural and easy to work with than what I remember from UE4. I'm curious why you think the BSP tools are shitty, though? I feel like they're very intuitive and handy for blocking stuff out. Being able to drag around faces and vertices with grid/angle snapping is pretty much all I could hope for, especially coming from Hammer.[/QUOTE] the BSP tools in UE4 more often than not fuck up very badly. If you have the option to use even a placeholder cube mesh instead of a BSP cube, you're never going to pick BSP
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