Paragon wont die…it will live forever with us…Thank you epic
This is amazing!! cant say thanks enough times!! i’ll do my best with this content, i swear!!
I am sorry, I am newb so overreacted a little bit. I take my words back, the assets are extremely great and useful for studying purposes. I actually found a way to make it work for personal use as well with a simple trick.
Would like to see some code stuff, especially UI.
Hight quality UI is still kinda sacret technique.
same here
i know it is kinda greedy.
I’m here, in an EPIC thread to say: thank you! Let’s try to give second life to all those truly amazing characters.
I don’t think that a two-line Q&A from a forum post configures as an EULA. I’m looking for a standard legalese license, from Epic.
This might be too late but I don’t think you should shutdown paragon. What it needs is a re-write. adding the ability for users to mod it. giving access to paragon’s project with the multiplayer parts locked and only able to modify/add new maps would bring it to a whole new level. give the players access to add custom missions, custom fights and other things of this nature would be amazing and could potentcialy flood it with moder communities.
or giving it the ability that the players themself can host games on their computers would take the strain off server costs and watnot. DON’T EVER GIVE UP ON AN IDEA… EXTEND IT, REVOLUTIONIZE IT, BUT NEVER END IT.
years ago there was a few games that shutdown. to name 1 nightfire 007, the community was shutdown because gamespy shut down. then the hackers in game desided to make their own server software. the community died because of gamespy killed it. but it was my fave game.
don’t let it happen to paragon. add ability to mod the game’s ai, missions and maps and im sure a relaunch would be alot bigger. Who in this community agrees with me?
Anyone know why the textures don’t have an export option available? No Export option shows when you right click on a texture.
Amazing… just AMAZING!!! Thanks Epic!!
Incredible donation to the community! This bit if generosity is what makes Epic and Unreal much more worthy of respect among developers and players over Crytek, Amazon, and Unity. Not even because of the fantastic engine but because of generousity to the community. Seriously, how many games devs have shut down their games permanently, and then how many of those devs have donated all of the assets to the community for free. Epic is the only example I can think of so far.
You guys make me proud to be a UE4 user!
On a side note regarding the assets. The license states they are allowed for use only in the Unreal Engine, which is perfectly clear. However, are we allowed to edit the assets outside of the engine as long as the subsequently edited assets are only distributed via a title running on Unreal Engine?
An example would be me exporting the an environment asset, making a few edits to the mesh, and then reimporting into the engine for use.
I just want to be certain what the boundaries are!
And once again thanks guys!
Out of curiosity, what if someone or even a small indie team would continue the work on Paragon ? Since all the assets are free… Even if not under the name Paragon…
Did Epic actually release also the code for every hero etc… ?
It doesn’t even look like that’s possible strangely, as many have reported that the export menu is missing. Which means these assets are nice for looking at, but you can’t really do anything with them outside of what’s permissible within the abilities of the editor. If you want to swap hair meshes with characters, or add accessories to a mesh you can’t. It’d be nice if we could get a staff member to clarify why this is the case. It really hinders the ability to use these assets in any meaningful way.
OH ya, in French we are saying: “on ne peut pas avoir le beurre et l’argent du beurre”.
I’ve run into a big issue that I am hoping someone might know an easy solution to.
If you download all the assets and add them to a project, a very big part of the project size comes from assets shared by all characters having dozens of copies (placed in the /Characters/Global subfolders for each character). That’s because every separate marketplace asset is put into their its subfolder within Content (i.e. /Content/ParagonDekker, /Content/ParagonTwinblast) which in turn have the *Characters *and *FX *subfolders.
Ideally it would be great to be able to move them all to the Content root (essentially to remap all Content/ParagonCharacterName folders to Content/). In that case, there is a single Content/Characters/Heroes folder that contains all the individual characters, and a Content/Characters/Global folder that contains the shared assets.
That would both be **better for organization **(currently if you open the texture select menu you get hundreds of copies of the same textures instead of a couple dozen)and better for project size.
However, it is near impossible because of all the references tied to each copy of those common assets. The only viable way I see is to manually delete all extra copies of every shared asset, and select “replace references” pointing to the single copy you want to keep. The replace references process then takes half an hour. For several hundred assets, that is impossible.
Is there some way to bulk edit the assets? Of course moving things through the file explorer won’t work because the references will all be broken.
Same question. Any info about this?
Thanks EPIC for this gift!
Awesome, as usual you are doing great with your mindset.
@,
Is there anything plan in the future release to have some “code/BP” ? I know it might need more work to have something usuable, but a lot of coders could benefit of this to look at how you are (expert UE4) dealing with the UI or the Ability module.
We want to learn from real world code and not just “Hello World Samples”
Thanks
I noticed the same thing, immediately, when checking out the assets. Not only does it bloat the project, but I’d think it would cause issues to have duplicate names, right?
Found problems with this assets - skeletal mesh export - only skeleton gets exported
Countess
Twin Blast
Kwang
Shinbi
FengMao
Grux
To export the meshes from the other characters:
Edit the skeletal mesh > in the Clothing section > DELETE ALL ‘Mesh Clothing Assets’
FengMao has no skeletal mesh that I can find.