• UE4 Development
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Thanks for the advice guys! I'll give the clouds another go and come back in a bit ;) [editline]13th September 2015[/editline] [QUOTE=thatbooisaspy;48675955]It would be nice if the clouds are transparent, I feel the big gigantic opaque clouds take up too much the sky, also: [IMG]https://dl.dropboxusercontent.com/u/357850863/ShareX/2015/09/2015-09-13_16-19-23.png[/IMG] :v:[/QUOTE] haha this is what happens when foliage paints on meshes, it paints all over itself. I had like 3 layers of trees on top of each other at one point :v:
[QUOTE=thatbooisaspy;48676055]I don't think there is anything UE4 specific but you could always go the skybox route, fake it using billboards, etc. Unless you want it to do it all detailed, you might as well get a unicorn instead. You could also split it into multiple objects and use [URL="https://docs.unrealengine.com/latest/INT/Engine/LevelStreaming/index.html"]level streaming[/URL], don't know how efficient that will be though, or pretty. It depends, does your player go into the extended distance, or is it just for vanity?[/QUOTE] strictly view related. My project spans ~5-6 sq km and you're supposed to be using an oculus for a huge aerial view but at a proper height for the view, you very distinctly see the squared off edge of the world
Anyone have useful blog or article recommendations for UE4? The documentation skims the surface and the wiki goes a little more in depth but the most informative demonstrations of how to use features and how everything works have come from good blog posts, in my experience. I'll contribute a recommendation here: [url]http://blog.meltinglogic.com/2015/04/unreal-rts-rpg-movement-behaviors/[/url]
I don't have anything specific, but on the unreal engine subreddit ([url]www.reddit.com/r/unrealengine[/url]) you can see people post a lot of informative stuff.
[QUOTE=hippowombat;48672799]Let me know if I'm getting annoying. [/QUOTE] this is content content is good and you also took criticism and improved upon it If anything those telling you to stop should fuck off :v: As for actual criticism itself, I'd like to see the clouds shaded smoothly all over with some more transparency
-snip- Did not google enough :3
So er.. im stuck with some annoying math trouble.. Has anyone tried using a blend space for multiple hit animations? im basically trying to turn the vector from a hit location in my pawn into some sort of " Direction " that i can feed to the blend space so it blends the hit animations based on the direction the hit occured
I am very new to using Unreal and I'm trying to work with a mechanic for a small 2D point-and-click/action-adventure game. The issue I'm having is that I have absolutely no idea where to start or where to find any resources that would give me direction. I want to do something like in those SCI Sierra games where the player can interact with the environment using a set of actions: [IMG]http://www.playthepast.org/wp-content/uploads/2013/07/space-quest-9.jpg[/IMG] If I can overcome this one mechanic I'll be home free.
The way i would handle that is to have a Enumeration that holds all your actions ( Smell,Pick,grab etc ), Once you click in one of the action buttons you set the current action enumeration to the one corresponding the button, finally click on your object and make it react based on the enumeration it was interacted with
[QUOTE=dai;48677466]strictly view related. My project spans ~5-6 sq km and you're supposed to be using an oculus for a huge aerial view but at a proper height for the view, you very distinctly see the squared off edge of the world[/QUOTE] you need to make a mesh of the mountains + then you can scale it ingame to 100x the size
More progress, clouds are transparent with subsurface scattering, and simple grass wind so that they have a little bit of vertex movement. Thoughts? [img]http://i.imgur.com/byrKlwv.png[/img]
I like it, but I don't know about the shape of the clouds. They seem like lumpy, stretched spheres. Maybe 2D clouds would be a better route for that style?
Added dynamic name generation + a messaging system. Whenever one of the AI agents does something significant it has a chance of spawning a message. [IMG]http://puu.sh/kd54W/98bd360446.jpg[/IMG] These are all dynamic and setup with variables like so... [IMG]http://puu.sh/kd576/3e53973733.jpg[/IMG][IMG]http://puu.sh/kd55v/79d2ed1799.jpg[/IMG][IMG]http://puu.sh/kd54l/2200674a60.png[/IMG] End result! [IMG]http://puu.sh/kd6lw/8fabca7436.jpg[/IMG] This should make the gameworld way more alive since the atmosphere is actually HAPPENING :D
[QUOTE=hippowombat;48693204]More progress, clouds are transparent with subsurface scattering, and simple grass wind so that they have a little bit of vertex movement. Thoughts? [img]http://i.imgur.com/byrKlwv.png[/img][/QUOTE] Needa replace the black shadows with a lighter blue ambient light
[QUOTE=Uberslug;48693239]I like it, but I don't know about the shape of the clouds. They seem like lumpy, stretched spheres. Maybe 2D clouds would be a better route for that style?[/QUOTE] I really like the shape of the clouds, the lumpyness that is, maybe a bit of variation in shape e.g. the shapes in the background indeed look a bit like streched spheres. It's the trees and ground that need some work (and lower the amount of tree's by a bit)
[QUOTE=pinecleandog;48693415]Needa replace the black shadows with a lighter blue ambient light[/QUOTE] To expand on this, I think you gotta use a Sky Light if you aren't already.
[QUOTE=Uberslug;48693239]I like it, but I don't know about the shape of the clouds. They seem like lumpy, stretched spheres. Maybe 2D clouds would be a better route for that style?[/QUOTE] I personally love them, altough he could probably do without the noise Also, after half an hour of fucking about, I got a custom collision mesh made 100% in Blender to import and work perfectly fine! Remember kids, don't be like me : make extra sure to uncheck [B]One Convex Hull per UCX[/B]
Is there a way to browse the code from basic classes? I'm pretty curious about the background networking behind the CharacterController class but I can't seem to find where the source is located at.
[QUOTE=CrashLemon;48699611]Is there a way to browse the code from basic classes? I'm pretty curious about the background networking behind the CharacterController class but I can't seem to find where the source is located at.[/QUOTE] You have to download full source code from GitHub.
Doesn't the source come with it? The UE4 project is always in my projects solution.
[QUOTE=layla;48700603]Doesn't the source come with it? The UE4 project is always in my projects solution.[/QUOTE] I think he has code from the launcher which is "headers" only.
[QUOTE=Nicolas;48700624]I think he has code from the launcher which is "headers" only.[/QUOTE] It's not been like that for a long time. They even distribute the PDBs as well.
[QUOTE=hippowombat;48693204]More progress, clouds are transparent with subsurface scattering, and simple grass wind so that they have a little bit of vertex movement. Thoughts? [img]http://i.imgur.com/byrKlwv.png[/img][/QUOTE] Now I get around to replying to this, I would suggest (like somebody just said) to tone down the shadow color because right now it's straight black and it looks bad. I love the white stuff poking out of the mountains now (cloud mountains?) but the clouds still look kind of "meh". I think it would help to add some variety to the clouds because they all look the same. The rest is sexy though.
Epic just made all the Infiltrator demo assets free for everyone: [url]https://www.unrealengine.com/blog/infiltrator-released-for-free[/url]
I wonder if they updated it much, given the original demo is from 2013
has anyone got any examples or documentation of robust networking and replication? Me and my bud are having a lot of trouble with it (we are trying to make a multiplayer shooter)
I can't remember how to make a texture rendered facing directly the camera with materials. I've done it before but forgot how and google isn't helping. eg like this, and no matter what angle you the model at, the texture stays the same. [img]http://i.imgur.com/2fxtMCw.gif[/img]
Iirc someone asked something similar in this thread some pages ago. I'll look for it. EDIT: Take a look at [URL="https://facepunch.com/showthread.php?t=1377629&p=47301740&viewfull=1#post47301740"]this[/URL]
was just about to post my LSD chairs, yeah tl;dr drag out the UV node from your texture and select 'screen position'.
hey peeps, I'm working on this room, and I have some meshes that I've applied a material to to look like dusty godrays, but if you look at the concept the rays are strong at the top and weak at the bottom - how would I modify my material to fade the mesh from top to bottom to look more similar to the concept? [t]https://i.gyazo.com/f8ef399d64f304d215c044f6917075ab.png[/t][t]https://i.gyazo.com/4fc1b821c35ef43942abb05e1f1653ac.png[/t][t]https://i.gyazo.com/108b65ad114d3e4f43ae6c1a4c756a0d.png[/t] Cobbled together material based on a tutorial; [t]http://i.imgur.com/aPjLcC1.png[/t] I have a nice gradient texture just sitting here but in order to use it I think the material would have to be in masked blend mode rather than translucent which it currently is - changing it deactivates the input into opacity however?
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