Announcement
Collapse
No announcement yet.
[Community Project] WIP Weather & Ocean Water Shader
Collapse
This topic is closed.
X
X
-
Ship has no bouancy
I copied the body, sails, flag and BouancyForce component of the Man of War to my own ship blueprint. But I have some problems:
1. The ship falls through the ocean, if I enable physics.
2. When I disable physics and enable 'snap to surface', it does float, but goes only up and down and goes not (like the Man of War) first up with the front and then with the back, like a real ship on waves. (screenshots required?).
Did I missed something?
Secondly I have some questions about the SkyDome. Lightning doesn't seem to work, while playing in the editor, is this a bug? Is it possible to change the clouds, lightning, etc from anoher blueprint, like a checkpoint or something? I tried it with casting, but I couldn't get it working.
Can you help me with this?
Thanks in advance and if you need extra explanation, let me hear.Check out my ARK Mod Play As Dino!
Comment
-
I just stumbled across this thread last night when I was trawling for posts on cubemaps and skydomes and I honestly don't have enough words to say thank you with, this is incredible and the fact you made it for the community and are just giving it out freely is amazing.
Thanks you so much I will learn a lot from your work.
Simply amazing.
Comment
-
Originally posted by joshezzell View PostAny news on updates for both the ocean and the sky/weather?Originally posted by Zefron View PostI agree with joshezzell. Are there any updates regarding the sky/weather?
Currently working on integrating the moon with lunar cycles based on the calendar system, then will move on to the weather. Due to the complexity of the math involved I have moved the majority of it into a c++ base class inside the plugin to perform the actual calculations, and it will become the base of the new SkyDome blueprint. This will work nearly identically to the Ocean system works currently, all you will need is the OceanPlugin to access all of the new content. If there is enough demand for it, I could potentially upload a SkyDome only plugin, for now it will only be included in the OceanPlugin.
Because this is going to break functionality with the old system, I want to have this as close to complete before releasing it to prevent further breaking changes. But it will be available soon.
Originally posted by risc View PostGetting therewe need a easy implementation like this and low overhead on system...coming UE make it happed
Originally posted by Xosh project View PostHi guys, I just wanted to know what do you think about the cloud. I custom the material and the blueprint to get fully control of it.
Originally posted by BigaC View PostEveryone else succeeded to add buoyancy to own objects?
Originally posted by Finntastic View PostShip has no bouancy
I copied the body, sails, flag and BouancyForce component of the Man of War to my own ship blueprint. But I have some problems:
1. The ship falls through the ocean, if I enable physics.
2. When I disable physics and enable 'snap to surface', it does float, but goes only up and down and goes not (like the Man of War) first up with the front and then with the back, like a real ship on waves. (screenshots required?).
Did I missed something?
Secondly I have some questions about the SkyDome. Lightning doesn't seem to work, while playing in the editor, is this a bug? Is it possible to change the clouds, lightning, etc from another blueprint, like a checkpoint or something? I tried it with casting, but I couldn't get it working.
Can you help me with this?
Thanks in advance and if you need extra explanation, let me hear.
How many of the "Test Points" did you add for your ship and what settings did you use? If you open the blueprint and click on the Viewport tab and select the "BuoyancyForce" component from the components list of the blueprint, in the details panel you must set up the number of (and location of) the test points for the buoyant object. These are the only points on the ship that are actually used to calculate buoyancy. Without them your ship will sink.
For a ship I would recommend a minimum of 6 points (a point on the left/right of the ship at the front/middle/back). Open up the Man-O-War blueprint, go to the Viewport Tab and select the BuoyancyForce component and check out where these points were added for it, and make sure your ship/boat looks similar in setup.
Please check that out and let me know if it solves the issue!
As far as the lightning goes, it should work, last I checked it did at least. I am in the process of rebuilding the SkyDome right now that will include the features you are looking for, the current system is fairly basic.
Comment
-
Originally posted by joplin66 View PostI just stumbled across this thread last night when I was trawling for posts on cubemaps and skydomes and I honestly don't have enough words to say thank you with, this is incredible and the fact you made it for the community and are just giving it out freely is amazing.
Thanks you so much I will learn a lot from your work.
Simply amazing.Originally posted by MuhammadMadi View Postthis is so **** cool . keep it up
Originally posted by JoeYoung View PostCan I buy this so I can use it for my game ?. Because I want to make some adjustments to it.
The only thing not allowed with this project is to putting it up for sale in whole, part, or modified form. For full license details see:
https://github.com/UE4-OceanProject/...ob/4.8/LICENSE
Feel free to use it in your game, hope it works well for you.
Comment
-
I copied the BouancyForce of the original Man of War. I didn't adjust the location of the test points, but I didn't adjust the size of the ship body. So I think that isn't the problem. But I'm not sure.
Are the test points visible in the viewport?Check out my ARK Mod Play As Dino!
Comment
-
Originally posted by joplin66 View PostHey I was just wondering if theres a way to change the ight sky to something more "fantasy" like those skyrim mods with huge nebulas and also is the rain function in it yet?Tek LLC a personal Candaian Company running BlenderTek & UnrealTek is currently looking for help to bring back submarine simulator gaming with a new genre of sub sims: Cold War! (1945-1991) Operation: Trident SubSim Dev Diary Thread - Donations
Comment
-
Originally posted by Finntastic View PostI copied the BouancyForce of the original Man of War. I didn't adjust the location of the test points, but I didn't adjust the size of the ship body. So I think that isn't the problem. But I'm not sure.
Are the test points visible in the viewport?
Your boat isnt floating? Make sure fluid density is lower than mesh desnity.Tek LLC a personal Candaian Company running BlenderTek & UnrealTek is currently looking for help to bring back submarine simulator gaming with a new genre of sub sims: Cold War! (1945-1991) Operation: Trident SubSim Dev Diary Thread - Donations
Comment
-
Originally posted by Nsomnia View PostYes, as long as you turn the bool on to view them. They are yellow/blue depending on above/below water.
Your boat isnt floating? Make sure fluid density is lower than mesh desnity.
Here is a screenshot of the settings:
'
I changed the ocean earlier, because my grafics card didn't support Shader Model 5, so I changed it like this:
"Open the following materials: M_Ocean, M_Ocean_SSR & M_Ocean_Depth (found under Ocean/Materials/M_Ocean_Versions folder)
And disconnect whatever goes to World Displacement, plug it into World Position Offset and save."
Maybe this is the problem?
Do the settings of other components, like the root or Body, make any difference?
I hope you know what the problem is now.Check out my ARK Mod Play As Dino!
Comment
Comment