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Thread: Pipe Generation System

  1. #1
    1

    Pipe Generation System

    Hello everyone!

    I made a system, that generates pipes using splines and construction script.

    You can build it right inside viewport and do not have to open Blueprint and change anything. It also supports changing appearance of joints not sure about naming of this (base and bolts).

    Here is the video demonstration:


    Fastener: 444 polys.
    Pipe: 540 polys
    UE version - 4.9

    Download:
    v1.8 - https://mega.nz/#!qVpCFCDS!_H9waENV6VHZ8_cx1wpRYSTYWk11BUNgHcnsc8Qq4OQ
    v1.0 - https://yadi.sk/d/MrRx3ySof9k5v (UE4.6.1)

    If someone want to donate a few $, send me a PM :3

  2. #2
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    Nice work! I can see this helping a number of people!
    KITATUS
    "Information shouldn't be behind a paywall, It should be free for all!"

  3. #3
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    Krasavchik! )))

  4. #4
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    Unreal Engine Support
    Join Date
    Feb 2015
    Posts
    23
    Very cool tool AlFlakky!! A lot of users will get a lot of use out of this one.

  5. #5
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    Nice stuff AlFlakky!

  6. #6
    0
    Samaritan
    Join Date
    May 2014
    Posts
    131
    Quote Originally Posted by AlFlakky View Post
    You can build it right inside viewport and do not have to open Blueprint and change anything. It also supports changing appearance of fasteners not sure about naming of this (base and bolts).[/SIZE]
    Joints Finally, my years of hydraulic experience pays off!

    This looks very cool, although if used off-grid I could see it creating some weird bendy pipes. Pipes are sold with fixed bends/lengths, and although there's always some flex (in plastic, at least) it probably wouldn't look natural.

  7. #7
    0
    Quote Originally Posted by DaveFace View Post
    Joints Finally, my years of hydraulic experience pays off!

    This looks very cool, although if used off-grid I could see it creating some weird bendy pipes. Pipes are sold with fixed bends/lengths, and although there's always some flex (in plastic, at least) it probably wouldn't look natural.
    Agree, but you can always spend a bit more time getting the look you want. I wanted to be quick as possible and record just the possibility of this system

  8. #8
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    Promoter
    Join Date
    Oct 2014
    Posts
    216
    thx, good stuff

  9. #9
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    Thank you for this Alflakky, It is really cool and helpful.

  10. #10
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    Thanks for sharing! Really useful stuff!

  11. #11
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    I loved this tube would like to walk inside him, but does not have collision, like Spline Mesh Generator


    Luny ;3

  12. #12
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    Quote Originally Posted by lunyBunny View Post
    I loved this tube would like to walk inside him, but does not have collision, like Spline Mesh Generator


    Luny ;3
    If I'm not mistaken, Spline Meshes do not support collision.

  13. #13
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    Hey AlFlakky

    Collision added successfully. Created in Maya.

    I can easily walk through the procedural tubes


    - luny

  14. #14
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    Quote Originally Posted by lunyBunny View Post
    Hey AlFlakky

    Collision added successfully. Created in Maya.

    I can easily walk through the procedural tubes


    - luny
    Emm.. So, the collision is okay or not?

  15. #15
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    Yes, I added collision. Now it is possible to walk into the pipe.


    ~luny

  16. #16
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    Hi AlFlakky

    I sent a P.M for you, with your Pipe Generation System with activated collision inside and outside, been a while!

    Did you received?

    The problem is, I can not increase the tube's thickness and size.
    There is something wrong with the fasteners and spline's control node when I use scale in the pipe.


    -luny

  17. #17
    0
    Quote Originally Posted by lunyBunny View Post
    Hi AlFlakky

    I sent a P.M for you, with your Pipe Generation System with activated collision inside and outside, been a while!

    Did you received?

    The problem is, I can not increase the tube's thickness and size.
    There is something wrong with the fasteners and spline's control node when I use scale in the pipe.


    -luny
    Oops, sorry, looks like i missed that one.

    I've just checked.. I can increase/decrease thickness of the pipe. It works fine. Why can you increase it? It's just doesn't work? Can you provide a screenshot or smthing?

  18. #18
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    Hi AlFlakky


    Thank you for this excellent spline pipe system, with PBR capability in the material configuration.


    With respect to the problem:

    You have attempted to increase the pipe size and thickness in the pipe that I PM to your message box? I just did not put here in the post, the link for download, since this is your project.

    The left side is your system, the right side is another pipe system that I have changed, which I intend to use as a procedural cave system. As you can see the splines in your system are broken, they are straight, after collision activated and pipe size increased for the player's height, to be able to walk inside

    Name:  SctKIRE.jpg
Views: 4232
Size:  188.6 KB

    I realized that I can use the scale tool to reduce the control points for each pipe's spline node. And this seems to have solved the problem, but the interpolation lines in between the nodes are straight, the same thing does not happen with other system and if I add a new node between two spline points (nodes), in between two pipe sections happens a terrible overlap. If this is not very clear, I can PM to you the modified pipe's blueprint file again.

  19. #19

  20. #20
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    The pieces of the pipe are blinking in and out, especially when I look at it from far away. Am I doing something wrong?

  21. #21
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    Hi gavingt

    I think this is an overlap, two meshs maybe, two tubes sections (spline nodes) occupying the same place.

    Quote Originally Posted by gavingt View Post
    The pieces of the pipe are blinking in and out, especially when I look at it from far away. Am I doing something wrong?

    -lune

  22. #22
    0
    Hey guys!

    Here is the next version of pipe asset. Let it be 1.8 (8 changes)

    Download: https://mega.nz/#!qVpCFCDS!_H9waENV6VHZ8_cx1wpRYSTYWk11BUNgHcnsc8Qq4OQ (4.9, request, if need older version)

    • Fixed weird behavior on large thickness values. Thanks to lunyBunny for report.
    • Fixed issue, when many dynamic material instances was created. Now it creates only 3 no matter what the size/length of the pipe.
    • Some other optimizations.
    • Changed joint model to have two elements (joint base and bolts).
    • Now whole system uses one master material.
    • Split logic into functions, so you could use it in construction script (as default), gameplay graph or outside this BP.
    • Commented every variable and function
    • Commented almost every node

  23. #23
    0

    add picture

    Hi, AlFlakky.

    I try your new pipe system, but when i copy/paste it to my projects folder, and open it, i receive a lot of errors: (in 4.9)

    The following member variables in blueprint 'Blueprint /Game/NexusGames/Meshes/Pipe/Pipe.Pipe' have invalid type. Would you like to remove them?

    Base Appearence
    Joint Appearnce Base
    Joint Appearnce Bolts

    EDIT:

    See the snapshot:

    Name:  pipes.png
Views: 3982
Size:  288.8 KB
    Last edited by buscas31; 09-13-2015 at 03:25 PM.

  24. #24
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    Hello buscas31.

    I have just tested, everything work well. Make sure you place Pipe folder inside your Content project.

    Right: MyProject/Content/Pipe/
    Wrong: MyProject/Content/Blueprints/Pipe/

    And when you are in Editor, you can move this folder in Content Browser, because it moves properly (so all paths are correct and replaced).

  25. #25
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    Fantastic stuff!

    I've been working on my own pipe/cable-spline system and spent like a week trying to get it working with dynamic spawning (i.e the player could raytrace a point in the world and create the next spline point and the spline would update correctly) but never got it working as i wanted (it would not make the bends between spline points good). Do you have any idea how to make this work?

  26. #26
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    Do you have any idea how to make this work?
    You can do a line trace (raytrace, whatever)
    On hit location spawn this/your class
    On second trace get spline component and add point in hit location (Add Local/World Point ).
    Set tangents of those points to "Hit normal * 50(or smth like that)". That would give you nice pipe, that will exit from one place and enter to another smoothly.

    With my system it will be something like this:
    (Clickable)



    I'm working on a new system, that will include my spline-based geometry generation and module generation (like this pipe) in one big and universal system, so those "Update" nodes are a bit different, but idea is the same.

  27. #27
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    Quote Originally Posted by AlFlakky View Post
    You can do a line trace (raytrace, whatever)
    On hit location spawn this/your class
    On second trace get spline component and add point in hit location (Add Local/World Point ).
    Set tangents of those points to "Hit normal * 50(or smth like that)". That would give you nice pipe, that will exit from one place and enter to another smoothly.

    With my system it will be something like this:
    (Clickable)



    I'm working on a new system, that will include my spline-based geometry generation and module generation (like this pipe) in one big and universal system, so those "Update" nodes are a bit different, but idea is the same.
    Thank you so much! You have saved me so much headache.

    Edit: I cant get it to work like in your picture, here is some screenshots to show what's happening:

    http://i.imgur.com/7Z22N2W.png
    http://i.imgur.com/YIBUZKI.png
    Last edited by tommytoad; 09-19-2015 at 12:35 PM.

  28. #28
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    I had a different mesh generation system for 4.8 but when I upgraded to 4.9 it got all messed up. I saw your updated script it working quite well but it hasn't solved one of the problems I painstakingly worked out... which is how to stop the pipe from creating holes at 90 degree in the spline. Do you plan on investigating that? Or know of a solution? Thanks in advance! Great work!

  29. #29
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    good to see this awesome man nice work.

  30. #30
    0
    Quote Originally Posted by buscas31 View Post
    Hi, AlFlakky.

    I try your new pipe system, but when i copy/paste it to my projects folder, and open it, i receive a lot of errors: (in 4.9)

    The following member variables in blueprint 'Blueprint /Game/NexusGames/Meshes/Pipe/Pipe.Pipe' have invalid type. Would you like to remove them?

    Base Appearence
    Joint Appearnce Base
    Joint Appearnce Bolts
    Hey @buscas31, I had the same problem you did and all I needed to do was shut down the other Unreal tabs I had open. I don't get why that made a difference, but it did. So, if you're still having trouble, give that a try.
    Still new to this Unreal business, even after two years.

  31. #31
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    You are amazing man

  32. #32
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    Regretfully the link is down

  33. #33
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    I just downloaded it, does it work with 4.14?
    I'm using unreals and vives to make fantastic experiences in VR - http://youtube.com/puzzabug

  34. #34
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    Quote Originally Posted by Paul Eckhardt View Post
    I just downloaded it, does it work with 4.14?
    I don't know, actually. Just try.

  35. #35
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    Now this just saved me a lot of work! Thank you, good sir!!

    (btw: it works perfectly with 4.16.1)

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