BruceLeeRoy
Banned
Have you seen this game
It's built in Unity, but is influenced heavily by Mario 64.
Oh my lord
Have you seen this game
It's built in Unity, but is influenced heavily by Mario 64.
Have you seen this game
It's built in Unity, but is influenced heavily by Mario 64.
That's the most Nintendo game from a non-Nintendo source I've ever seen.
So has there been any talk of what the next version will have?
Asking because I want to do the whole "buy for one month, cancel subscription" thing, but wondering if I should wait a bit to see what new features there might be. I held out this long because I wanted a feature for easy UI building and I see that is in now with UMG.
So has there been any talk of what the next version will have?
Asking because I want to do the whole "buy for one month, cancel subscription" thing, but wondering if I should wait a bit to see what new features there might be. I held out this long because I wanted a feature for easy UI building and I see that is in now with UMG.
Just a heads up for UE4 users.
For the longest time, I was wondering why I could never get certain colors to look right. Things appeared more washed out/saturated than the source material. I've learned that it has to do with the tonemapper used by UE4.
Just for an example, here's a test I did using an unlit material (so everything should appear raw).
Here is the original source texture.
![]()
and here is the comparison in engine
![]()
Unfortunately, I'm still trying to figure out how to change the setting so it works in game. The show flags used to disable tonemapper, only works within the viewport.
Should be in the post process volume in your level or in the world settings. But when you start a blank level it should have no tone mapping. Could be also color grading with a LUT, here is more on it: https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/ColorGrading/index.html
Just finished a level I've been working on for a good 6 months. I learned Maya/Photoshop and Ddo while making it to become self sufficeint at level making, its a fantastic achievement UE4, easily the best I've used in the 20 years I've been doing this.
I stuck a camera in the level and used it to take screenshots through the development and combined them altogether to make a time-lapse making of video.
https://www.youtube.com/watch?v=oEc6sfTxo5M&feature=related
Am I the only one who finds it scary that EVERYONE is going to be using the UR4?
Am I the only one who finds it scary that EVERYONE is going to be using the UR4?
What's UR4?
Assuming you're talking about Unreal Engine 4, everyone has source access though, and if you cancel your subscription you can still edit the source for the version you downloaded.Am I the only one who finds it scary that EVERYONE is going to be using the UR4?
I am surprised not more people have found this to be a major problem. It's evident as soon as you try to sample a color from outside of UE4.The controls are too limited. There's no way to directly access the tone mapper, which is where all the colors get changed. All those functions take place after the engine converts your colors.
Luckily, I have found a person who manage to come up with a work around for this. He actually changes a line of code in the UE4 shaders that stop the command for using the tonemapper.
His method works. The only thing I noticed is in the materials, he recommends adding in a add/divide/exponent node to your base material. When I did that, it made my saturation jump up way too high.
I removed those and it now works as I expect it to.
Just a heads up for UE4 users.
For the longest time, I was wondering why I could never get certain colors to look right. Things appeared more washed out/saturated than the source material. I've learned that it has to do with the tonemapper used by UE4.
Just for an example, here's a test I did using an unlit material (so everything should appear raw).
Here is the original source texture.
![]()
and here is the comparison in engine
![]()
Unfortunately, I'm still trying to figure out how to change the setting so it works in game. The show flags used to disable tonemapper, only works within the viewport.
I can't be of any help and this thread seems kinda slow, you should try posting here as well as you'll probably get quicker replies, maybe with a screenshot of your current blueprint set up.A plea for help here... I've gone through some of the basic tutorials on blueprints and such and now I'm completely lost on something very specific I want to accomplish.
Basically I want to create a class blueprint which has a dummy character with a looped animation, and this animation triggers a sound. I got that part implemented already. Now, what I want to add to this class blueprint is a randomized value that influences the speed of the animation, so each instance of this class placed in the map is going to animate at slightly different speeds (and in turn trigger the sounds at different speeds). What I also want is a timeline to dictate how long the animation plays and preferably the amplitude of the sound cue via the float track. So the timeline starts the animation and something like a keypress would trigger the animation.
Would really appreciate it if someone could help walk me through all this.
How far is Paper2D compared to Unity's 2D tools? Worth to use UE4 for a 2D mobile game or better stick with Unity?
Whoa.The best work done using UE4 so far :
http://www.polycount.com/forum/showthread.php?t=147851
The best work done using UE4 so far :
http://www.polycount.com/forum/showthread.php?t=147851
Impressive. I wonder how well that runs / could run if he bothered to optimize.The best work done using UE4 so far :
http://www.polycount.com/forum/showthread.php?t=147851
Ah! I wonder if you can get 75fps in the Rift with a ~970.Whoa.
Edit: Runs surprisingly well and with great IQ even on my 660ti here at work. UE4 temporal AA is magic.
The best work done using UE4 so far :
http://www.polycount.com/forum/showthread.php?t=147851
The best work done using UE4 so far :
http://www.polycount.com/forum/showthread.php?t=147851
The best work done using UE4 so far :
http://www.polycount.com/forum/showthread.php?t=147851
someone can upload the buld somewhere, it's not available anymore![]()
Bendix8 on Today 08:47 AM
The build is not avalaible anymore for a short period, i'm trying to fix some bugs.
i'll up the build again tomorrow! Sorry
I looked at the pictures and thought, this looks nice, why did they have to go crazy with chromatic aberration. Then I saw the comment, so I'm not alone:The best work done using UE4 so far :
http://www.polycount.com/forum/showthread.php?t=147851
You really like chromatic abberation dont you ?![]()
Do you guys think Epic will drop the number from the title eventually? Like how Crytek did?
Last I checked UE4.6 is the latest version and the EaaS only launched last Spring lol.
Miles Macklin said:Just pushed an early release of the [PhysX] Flex UE4 integration to Github. Available to all UE4 registered developers: https://github.com/NvPhysX/UnrealEngine/tree/FleX
PhysX Flex is for nVidia-only graphical effects, if I'm not mistaken? A general solution that supports AMD cards too would be nice. Otherwise wouldn't that fall into the same problem that PhysX has always had -- really bad CPU performance, or locking out part of the market?Now this, this is sooooo much more interesting than all the baked lighting rendered in the past 20 years.
PhysX Flex is for nVidia-only graphical effects, if I'm not mistaken? A general solution that supports AMD cards too would be nice. Otherwise wouldn't that fall into the same problem that PhysX has always had -- really bad CPU performance, or locking out part of the market?
I seem to remember at one point nVidia even tried to prevent an AMD / nVidia dual card combo from working if people tried to use the nVidia card for PhysX acceleration, but I feel like that has been resolved by now.
What is this?
Still images of physics stuff when videos would do much more justice...
Lol! I didn't make this pic , itw as made by a nvidia programmer and they are still fixing the fluids (you can see that fluids are now just balls insteads of fluids). You can still see that the character deformed the ball. If you want to se a snippet of what it will look in motion, watch this: https://developer.nvidia.com/physx-flex
Maybe some videos will come running in the engine.