• UE4 Development
    5,000 replies, posted
Well yeah, that's where the impact normal comes in. If it's less than say 45 degrees of the Z axis, than it's too steep to kill ya, but anything relatively flat (45 degrees or above) would kill you. I probably should stop talking about this because vectors and transforms and math for both are confusing as shit to me.
No longer do I record in LSD vision. [media]http://www.youtube.com/watch?v=ggFeem37rbI&feature=youtu.be[/media]
I have been starting to prototype a small tool that my company is going to be using next year for the presentation of our game, I call it the showcaser, it's meant to be a way to control the game from another PC, and do stuff like execute console commands, change map, record replays, and that kind of stuff. I'm using OSC for this. [t]http://i.imgur.com/f2BSFjf.png[/t]
[QUOTE=eirexe;46730816]I have been starting to prototype a small tool that my company is going to be using next year for the presentation of our game, I call it the showcaser, it's meant to be a way to control the game from another PC, and do stuff like execute console commands, change map, record replays, and that kind of stuff. I'm using OSC for this. [t]http://i.imgur.com/f2BSFjf.png[/t][/QUOTE] Kinda reminds me of [url=https://www.youtube.com/watch?v=vzF4IUAhqgI]Viewback[/url]
[QUOTE=Protocol7;46727123]Well yeah, that's where the impact normal comes in. If it's less than say 45 degrees of the Z axis, than it's too steep to kill ya, but anything relatively flat (45 degrees or above) would kill you. I probably should stop talking about this because vectors and transforms and math for both are confusing as shit to me.[/QUOTE] Just use the dot product of impact normal and velocity, then take the absolute value (or not, it depends on how they align whether it's necessary). Then you get consistent impact damage across all slopes and angles, including getting smashed against the ceiling or walls. (Assuming you want that, but I think making explosives more effective in enclosed spaces is an interesting mechanic.)
[QUOTE=Ott;46732415]Kinda reminds me of [url=https://www.youtube.com/watch?v=vzF4IUAhqgI]Viewback[/url][/QUOTE] That looks great!, anyone knows of a way to get the new console output every frame?
I'm trying to create a decal actor, but I don't know why it is rendering like this. It draws lines like it was stretched or something... Anybody has a solution for this? [IMG]http://i.imgur.com/LgBDC80.jpg[/IMG]
looks like it's currently projecting the sticker sideways along your flat ground plane, rotate it 90 degrees forward/up from that view and it will be aimed downward proper
[QUOTE=dai;46736822]looks like it's currently projecting the sticker sideways along your flat ground plane, rotate it 90 degrees forward/up from that view and it will be aimed downward proper[/QUOTE] Its either that, or in your material you didnt set it to be a deferred decal.
[QUOTE=dai;46736822]looks like it's currently projecting the sticker sideways along your flat ground plane, rotate it 90 degrees forward/up from that view and it will be aimed downward proper[/QUOTE] Thanks, it was that. I feel stupid now that I didn't think about that firsthand.
[QUOTE=Shirky;46738516]Its either that, or in your material you didnt set it to be a deferred decal.[/QUOTE] if you didn't set it to deferred decal it just projects a weird sickly light green image of concrete wall panels [sp]I was stumbling all over decals trying to learn random stuff yesterday so hey, fresh knowledge[/sp]
So I had this strange problem with my decals, they were always too transparent or with a blue-ish tint. I created a new level and now the problem is gone. [QUOTE] [IMG]http://i.imgur.com/aYb3das.png[/IMG][/QUOTE] Edit: I somehow found a solution, but I don't know why it works. I changed the source type setting in the SkyLight actor from SLS captured scene to SLS Specified Cubemap with no Cubemap set. [QUOTE][IMG]http://i.imgur.com/WISg6EL.png[/IMG][/QUOTE]
[QUOTE=evil-tedoz;46740280]So I had this strange problem with my decals, they were always too transparent or with a blue-ish tint. I created a new level and now the problem is gone. Edit: I somehow found a solution, but I don't know why it works. I changed the source type setting in the SkyLight actor from SLS captured scene to SLS Specified Cubemap with no Cubemap set.[/QUOTE] Is there a way to stop what's happening in the second image? I mean the decal stretching. Maybe a way to make the decal projection always parallel to the face's normal.
Decals are really lacking I find atm. I have impact decals that get spawned when my bullet hits an object, but they dont attach to dynamic objects, the lighting on them is broken, they I cant change the face normal height either.
Yeah I have exactly the same problem with my impact decals. Hopefully they're improved at some point.
Their current limitations are listed at the end of this [URL="https://docs.unrealengine.com/latest/INT/Engine/Actors/DecalActor/index.html"]page[/URL]. At the pace they're updating the engine, it will hopefully done soon.
We got some voices woo. Now I desperately need some animation for crawling around on the floor and stuff. And they are terrible at getting through doors at the moment, my shitty workaround is making the doors not collide when they're open. [video=youtube;gnWypt7atnk]http://www.youtube.com/watch?v=gnWypt7atnk[/video] [URL="https://soundcloud.com/zerosensibility/blister-theme"]Also some WIP music[/URL]
Doesnt the Epic Games Animation Starter kit include a shitton of crawling animations? you could use that
^ There are some really good animation packs on the UE4 store atm, Moveset Pro and Rifle animset Pro, I think they have prone ones you could use.
Well we're working on an actual model for him right now and it won't be on the blue man rig (Also I'm poor as dicks)
I'm having a lot of difficulty finding animation resources that don't have the "arms holding a rifle" pose. I have the small mixamo set on the UE4 market, but does anyone know of any more?
Whats the best way to handle several weapons with blueprints? Ive based my weapon off the FPS Blueprint template, but the way that works is all the shooting functionality for the gun is located within the player blueprint, which leads to a ton of problems when you have multiple guns. So whats the easiest and best way to transfer my gun mechanics to separate blueprints for each independent gun?
[QUOTE=Mesothere;46760155]I'm having a lot of difficulty finding animation resources that don't have the "arms holding a rifle" pose. I have the small mixamo set on the UE4 market, but does anyone know of any more?[/QUOTE] [url]http://www.kubold.com/?page_id=370[/url]
[QUOTE=Shirky;46762194]Whats the best way to handle several weapons with blueprints? Ive based my weapon off the FPS Blueprint template, but the way that works is all the shooting functionality for the gun is located within the player blueprint, which leads to a ton of problems when you have multiple guns. So whats the easiest and best way to transfer my gun mechanics to separate blueprints for each independent gun?[/QUOTE] Blueprint Interfaces. That's how I did it. In detail: - Create a blueprint interface. - Add entries like "Fire Gun", "Alt Fire Gun" and "Reload" - Additionally add inputs like "Player fired" to the entries if you want to transmit data like which player fired the gun - Add the interface to your blueprints (in the blueprint options menu) - Have a variable in your pawn ready which gets filled with the actor of the currently held gun) - Add a message of the blueprint interface entry where you want it to execute (like LMB input > Fire Gun (message)) and assign the variable with the gun actor to the target - Add events of the BP interface entries in the gun blueprint followed by the actions you want to execute.
What's this whole student thing? Can I genuinely get UE4 & updates for free if I have a valid email?
[QUOTE=Instant Mix;46766247]What's this whole student thing? Can I genuinely get UE4 & updates for free if I have a valid email?[/QUOTE] I'm a student and I got a year of free UE4 subscription from GitHub. All you need is the email address.
[QUOTE=Instant Mix;46766247]What's this whole student thing? Can I genuinely get UE4 & updates for free if I have a valid email?[/QUOTE] Yes, for a year I think.
Looks like it says for the entire duration of your studentyness. Good thing i'm on a 5 year masters [img]https://dl.dropboxusercontent.com/u/888382/alotmorethana%20year.jpg[/img]
[QUOTE=Instant Mix;46766362]Looks like it says for the entire duration of your studentyness. Good thing i'm on a 5 year masters [img]https://dl.dropboxusercontent.com/u/888382/alotmorethana%20year.jpg[/img][/QUOTE] When I activated the code Github gave me it said it's good for a year. Maybe they give us new key after a year?
Here's Matze's Mod - knock-off of the world's most famous mod: JB Mod. [video=youtube;uJrGAVv_Ik8]http://www.youtube.com/watch?v=uJrGAVv_Ik8[/video] This also shows the weapon system explained above.
Sorry, you need to Log In to post a reply to this thread.