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4 hours ago, Box_Hoes said:

Dumped the plants outside more barren houded 

 

There are the heeds and the hodds, too much hoddling will get you heedled, and too much heedling and you’ll never hoddle 

889BA1C6-BE2F-4ED4-A3C1-936668386406.thumb.png.ea8c81ede7692ae0885d940d3889f7e9.png

C0714943-16B9-4851-942E-B654CD6362BF.thumb.png.0661092cd8dbc0d5394c3366713771cd.png

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4D396F8F-55C7-4DEA-8569-BB2043122814.thumb.png.ec082b391f1209979630f7c87f48f33b.png

For the dynamic fog, are you annoyed that there aren't anti-fog volumes or that you can't change the fog values? I'm not sure if you have tried it yet, but you can try zone triggers with scripts that change the fog settings. I think that you can set it specific to the player so that everyone has the appropriate fog settings based on where they are. I'm not too sure, but it's worth a try.

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30 minutes ago, Soldat Du Christ said:

they have a measly mansion modular kit you can use too! Too bad it has like 3 pieces

Yeah I saw that but I was planning on modeling my own pieces and just using their wood and metal and wallpaper materials for the textures. IF I DO IT AT ALL. This castle thing is just a phase.

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Posted (edited)

Instead of doing anything productive I made grass and the ferns on my tree sway, and tried to figure out why Bungie's textures don't work properly.

 

4392ea1e216b5e6d525af0f38992b4ec.gif

 

If it's a mask chances are it won't work during export or I'm just plugging it into the material editor wrong. Because I cannot for the life of me get the guardian stains to work, or the tree canopy. It only LOOKS like it works because I matched the tree color to the fog color... Those white bits between the tree leaves shouldn't be there, but they are... Bungo plz

 

and it's weird considering I got the other canopy mask to work, which you can see out the outside of the canopy. The way it's a messy cutout...

 

55fc6a08254b911f89c4608c12210ba7.gif 

 

This one works

 

932dbc281513a4d2751b46a92b1bebf3.png

 

This don't

 

c6a4cc4f614c626f07fba78033f693b0.png

 

I got Fog looking okay, it's a little too bright at the top.

 

a0516d6942fc619fa297297a74eebfcb.jpg

 

Edited by JB_
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Posted (edited)

My newest puzzle map ICO I'm working on, inspired by, yes, you guessed it, ICO. One player with stronger traits plays as the Guardian trying to save the Princess and get her out of the castle, the other player with weaker traits, but magical powers, plays as the Princess.

 

ico-4.thumb.png.c16d2d4dc78d8a9ca06c95d5aeac33ff.png

 

ico-2.thumb.png.3f888c305455f6822249e9e12eefe841.png

 

ico-3.thumb.png.6c1e246bfc908c25d356de174470169f.png

 

ico-1.thumb.png.7c4f267babea8fdd404d62d5a32d4523.png

 

 

Edited by Buddy Jumps
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18 hours ago, a Chunk said:

One of my favorite games of all time. 
 

 

An IGN video doesn't do it justice. I found this hidden gem on YT a few weeks ago with just a few thousand views, which directly inspired me to start a puzzle map around the game:

 

1:20 hours, but fully worth it. Design-wise aswell.

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On 5/20/2021 at 7:48 PM, JB_ said:

Instead of doing anything productive I made grass and the ferns on my tree sway, and tried to figure out why Bungie's textures don't work properly.

 

4392ea1e216b5e6d525af0f38992b4ec.gif

 

If it's a mask chances are it won't work during export or I'm just plugging it into the material editor wrong. Because I cannot for the life of me get the guardian stains to work, or the tree canopy. It only LOOKS like it works because I matched the tree color to the fog color... Those white bits between the tree leaves shouldn't be there, but they are... Bungo plz

 

and it's weird considering I got the other canopy mask to work, which you can see out the outside of the canopy. The way it's a messy cutout...

 

55fc6a08254b911f89c4608c12210ba7.gif 

 

This one works

 

932dbc281513a4d2751b46a92b1bebf3.png

 

This don't

 

c6a4cc4f614c626f07fba78033f693b0.png

 

I got Fog looking okay, it's a little too bright at the top.

 

a0516d6942fc619fa297297a74eebfcb.jpg

 

you can customize your export options, in some cases you might want different settings. Also i learned that sometimes files will end up in your folder but won't appear in the engine folder, so if something isn't showing in engine, check your megscans folder first

1260918535_Forgemapsthumbnail.thumb.png.a0054255c7c5aba3a52c3cef60b4b815.png

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10 hours ago, SaltyKoalaBear said:

188535085_10159695449797112_5658359264189667421_n.jpg.3c957852d4be66da16397cc8d4c73bb2.jpg

Gotta do it for the rush of being worshipped as a goddddddd

 

When true gods come in infinite there will be justice to all our actions 

 

Soldat you’re gonna get wrecked for trying to explain how the double L plays. A new god will come and just prove you wrong with pure enlightenment.

 

Im ready for the keyboards to clash harder than ever through the great philosophical war, led by icy the statted 

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2 hours ago, Box_Hoes said:

Gotta do it for the rush of being worshipped as a goddddddd

 

When true gods come in infinite there will be justice to all our actions 

 

Soldat you’re gonna get wrecked for trying to explain how the double L plays. A new god will come and just prove you wrong with pure enlightenment.

 

Im ready for the keyboards to clash harder than ever through the great philosophical war, led by icy the statted 

Actually i'm going to be like giventofly and only post when i have a super polished AAAA map that puts everyone to shame, i wont even have to say anything, you will all just know your place 

 

meanwhile salty will dominate the forgehub waywo like

image.png.82ed12cc15605fc52123d143b10d5f49.png

 

but then scramble to explain himself when my maps skyrocket up the stock market charts and my design docs destroy youtube

1260918535_Forgemapsthumbnail.thumb.png.a0054255c7c5aba3a52c3cef60b4b815.png

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6 hours ago, Soldat Du Christ said:

you can customize your export options, in some cases you might want different settings. Also i learned that sometimes files will end up in your folder but won't appear in the engine folder, so if something isn't showing in engine, check your megscans folder first

huh? im talking about bungies textures. no issues with quixel. or are you just giving me a headsup?  🥰🥰 so cute

 

 

wheres the LOVE reaction?

 

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6 hours ago, Soldat Du Christ said:

you can customize your export options, in some cases you might want different settings. Also i learned that sometimes files will end up in your folder but won't appear in the engine folder, so if something isn't showing in engine, check your megscans folder first

ohhh i know what u mean, where you change what materials you wanted exported.... gotcha.

 

 

yeah its weird, when i use bridge it only gives me a few textures but when i download manually i get em all... bridge is nice cause the materials are already plugged in properly. but sometimes i like to mess with the material myself

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4 minutes ago, JB_ said:

ohhh i know what u mean, where you change what materials you wanted exported.... gotcha.

 

 

yeah its weird, when i use bridge it only gives me a few textures but when i download manually i get em all... bridge is nice cause the materials are already plugged in properly. but sometimes i like to mess with the material myself

well you can customize your channel packing too which is useful 

1260918535_Forgemapsthumbnail.thumb.png.a0054255c7c5aba3a52c3cef60b4b815.png

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Posted (edited)

 

 

 

I hope this isn't bullshit. Cause I smell a loophole. When tessellation/parralax displacement mapping is applied to an object it basically adds "fake geometry" and to the engine it's a bunch of more triangles to compute.

So the scene theyre showing could just be tessellated geometry for all we know. Stuff that were already doing today, granted it may be optimized better but I doubt they're actually getting super high poly scans into the game in real-time. If anything it's "closer to the original LOD, but still relies heavy on parallaxalax mapping and tessellation" 

 

6cef70488f405e00769fa5e3f50c0318.gif tessellation-ue4-4.jpg

 

 

 

 

Edited by JB_
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3 hours ago, JB_ said:

 

 

 

I hope this isn't bullshit. Cause I smell a loophole. When tessellation/parralax displacement mapping is applied to an object it basically adds "fake geometry" and to the engine it's a bunch of more triangles to compute.

So the scene theyre showing could just be tessellated geometry for all we know. Stuff that were already doing today, granted it may be optimized better but I doubt they're actually getting super high poly scans into the game in real-time. If anything it's "closer to the original LOD, but still relies heavy on parallaxalax mapping and tessellation" 

 

6cef70488f405e00769fa5e3f50c0318.gif tessellation-ue4-4.jpg

 

 

 

 

They've already explained that this isn't how it works.

 

Currently the engine sees an asset, and loads all it's triangles.  Whether or not they're on screen, or whether or not you even have enough pixels to see all the triangles (you usually don't) they will all be rendered.  So you could have billions of polygons on screen being rendered by the GPU but if you're on a 1920x1080 screen, then you're really only seeing 1920x1080 triangles. This is how every engine currently works.

 

From what I understand about how UE5 works is that it casts a ray trace from every screen pixel to check what you should see on that specific pixel, so there's no wasted rendering.  So the cost of a 4k resolution is the same every single time, even with billions of polygons, because it's just checking for 3840 x 2160 triangles every single frame, no matter what's actually there or not.  Same cost.

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