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[BP] Geographically Correct Sun System

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  • replied
    Hi people! I have some problems packaging my project, have someone else the same issue who can help me?



    Thanks in advance
    Attached Files

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  • replied
    Anyone a suggestion how to proceed with the latitude and longitude in several parts of the world? What to use in this blueprint for N and W locations?

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  • replied
    Amazing work! thank you!

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  • replied
    Are you planning on making this available for purchase again? I am very interested in buying it if you are.

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  • replied
    https://gumroad.com/l/SunSystem
    I've updated the package on Gumroad. You can see it in action here: https://youtu.be/a2MIIvf2RDg?t=4m37s - The first part of the video is focused on setting it up.
    Let me know what you think of it.

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  • replied
    Originally posted by Heizer View Post
    How can I apply the mond phase ( sunlight dot moonlight ) to the skyboximage ?
    A fast and easy way would be to map the location and opacity of the moon relative to that of the sun, that is when the sun is bellow the horizon you make the moon appear and then rotate it relative to the position of the sun (easiest would be to invert the spherical position of the sun so the two are opposite)

    I've recently downloaded my own blueprint at work and it took a while to get it working on a 4.9 project. I'll update it very soon and link everyone who downloaded/paid for it.
    Thanks

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  • replied
    Thanks for sharing.

    I have added a moonlight and use for the moon this:

    Click image for larger version

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    How can I apply the mond phase ( sunlight dot moonlight ) to the skyboximage ?

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  • replied
    I think the sun should be turned off as it goes below the horizon. I have noticed the when I have actors the intersect my landscape mesh, as the sun goes under my landscape, the objects that intersect the mesh create light leaks.

    Has any progress been made on your sun system? Does it work with 4.8.2?

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  • replied
    Hey cgiteach, thanks for sharing this

    I think I found a little bug, if you use any UTC time other than zero then the sun will freeze for a couple of seconds (it's probably noticeable only when the speed is set high ).

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  • replied
    Glad you guys like it. ZacD, you can enhance on it as much as you like. I'm currently wrapped up with another project and I'll make a comeback to this in a couple of months. If you've done something with my system feel free to post it here or let me know one way or another (anybody who got this should have my email).
    Cheers,
    George

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  • replied
    Hey, I wanted to do that! I'll probably just use yours as a base and add more features. I want to add a geographically based night star map as well, and maybe the moon. You could also intergrate tides or add lighting changes for dawn/dusk or sunrise/sunset.

    For the moon, I'd probably create it's own personal light that's hidden and only affects it.

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  • replied
    Hi, I just bought your amazing control. I opened the default.map and did a copy/paste on the blueprints into my map. I can edit the controllers just fine, but nothing seems to change in the map. What do I need to do? Never mind my question, what I did was imported the assets into the default.map instead Thanks for the great effort in this system!
    Click image for larger version

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    Attached Files
    Last edited by ÅsmundSchei; 05-29-2015, 04:26 PM.

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  • replied
    Hello Guys,

    Cgiteach, Thanks for jumping in on the other forum, this is exactly what I was thinking of! Using the color curves is a great way to control the color shifts for the different parts of the sky!

    I merged it into my own project and did not use the provided map, so I'm not sure that it functioned as intended, but the sky light was not recapturing with animated time of day or in the editor. I am a beginner, so I was poking around with it and I was able to integrate the skylight with the script and get it updating both in the editor and in game, very handy! In my customized version, I added categories to the interface to streamline it further and provide extra information (one category was called: "Select actors to control"). I tried to organised it so that the most used options would show at the top in each category. Ill do some research into streamlining further for our own use, but if you are interested I can share my modifications.

    I think we could get text display working in the editor same as the game view with a "txt actor"...? I would like to have some interface in game so the user could set the time of day and speed of the animation. When they drag the slider it goes to the time of day interactively and when they release it will animate the day/night cycle from that point based on the speed (or not if speed is zero). Ideally, this would be built in UMG though, so we would not get display in the editor, but it would allow more flexibility in game. We could have the interface off screen and have it slide in when summoned (maybe a swipe in from the right edge for touch interface and a key press for PC?)

    Well, I'm full of ideas here. lets see if any of these resonate with you guys and we can chat more if they do.

    Thanks,
    Ryan Dashkevicz
    SmithgroupJJR

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  • replied
    When I was testing this I placed a print string component inside the event graph, because I couldn't get it to print inside the editor(so in the construction script). Check this image I've put up for reference. Obviously this is done inside the blueprint controlling the animation.
    https://www.dropbox.com/sc/zkmwgbcda...DR_rYfq5Ud-VVa

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  • replied
    How would you go about setting up a print string to display time of day/date/year etc on screen? Could you use a similar approach to Keiner Baer in his tutorial?

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