Can’t find the strream. HELP
are you allowed to render artwork or other 2D formats in other software than Unreal using them too? (just 2D videos and images not redistributing mesh) such as Blender Cycles, Poser, iClone, Carrara, Octane etc?
We remove the 5-minute countdown from it, and it takes some time for it to finish editing. Typically I list it once it is done editing.
I cant seem to find the sound cues for abilities and attacks. Care to point me in the right direction?
I will admit I have not read all the comments here, but I did go through the first few pages.
My question is, Will the Game still be available to play in single-player? And can we have a dedicated server executable so that we can establish public servers?
I just want to play the game, I know we can do a lot with the game if we can use the server software for Paragon.
How come this is only available for Windows, via the Epic Games Launcher? I’m in Linux, and I want to look at one of these.
Having fun with TwinBlast !
Sorry, from what I’ve been following from press releases, Paragon is going to be completely and utterly shut down in a couple weeks, which has been in the pipeline for a month or two now. There are some devs outside of EPIC who are choosing to make a spiritual successor or replacement for the game, but Epic has decided to shut Paragon down with no intention of keeping the game as it stands available to play in any way. That’s kinda why we are getting the assets: the game will cease to be available, and so they decided to not let the assets go to waste.
a little off topic:
someone know the title of this music ?
https://.be/wLICezXLwGw?t=5m53s
The game was in development over a long period, employees need a paycheck to live. They most likely just count the man hours spent on the game times the average hourly salary of their employees.
wow thes game is leagndery no EPiC
Sadly nobody answered my other post but I since managed a compromise, I can actually easily get all my other 3D content into Unreal animated so can render my videos there instead.
I managed to package up temporary games I can capture with shadowplay even replacing the third person starter content player with my own walking animated mesh, no I am not interested in making games as such, just to use it as a render engine.
That’s what I do, render silly Youtube videos.
I can of course also use the physics and other features that way too.
I still will see if I can at least add other animations to the Paragon meshes retargeted in iClone back to UE4 as well and edit the meshes at least even if I cannot the textures.
It’d be nice if we could get some staff to answer a few of these questions. I get that it’s nice and all for PR reasons to do this, but at the moment with the extreme limitations it’s not very useful to UE4 developers. It feels like a gimmick given we can’t actually re purpose these to our projects in any real meaningful way. i.e. If I’m making hair for a character in a UE4 game I’m working on, and would like to use the hair textures provided through some of the characters that have been released I would need the png of the diffuse so I can properly UV it in Maya. That’s impossible to do with a restriction on exporting.
Yeah, another thing to factor into it is licensing fees and the cost of goods produced such as the face scan data. Those can be rather expensive. But your overall sentiments unfortunately seem to be the vibe I’m getting from this. There has been no communication from them since making this announcement, specifically addressing the concerns that these asset’s can’t really be used in any meaningful way given the unnecessary restrictions that have been placed on it. The gaming publications that run the story don’t delve into those details unfortunately, they see the headlines and run with it while the actual devs are left scratching their heads because they can’t re-purpose the assets in any way for other UE4 projects. It’s a glorified model/vfx viewer to be quite honest.
Asset exportation has been disabled for a great many asset types with regards to these assets, most notably textures and meshes. I’m not aware of which guide you’re referring to, it would be helpful to all of us who are currently bound by the limitation if a link were provided. That being said, even if there is a potential workaround, why should developers have to jump through all of these hoops just to export content so we can use it in a meaningful way? And what I mean by that isn’t modifying a few vertexes on a mesh, or swapping some textures out in a material instance through UE4, but for serious developers who can repurpose the assets through the standard tools used to develop games such as photoshop or your preferential modeling package. I gave the example with hair texturing above. And just so there is no misunderstanding, with the sole intent of using the subsequently created asset in UE4 exclusively, not in another engine.
I made the below videos, meshes, skeleton and textures export out adjust then back into unreal,
probably quicker and better ways, I’m no expert
someone mentioned using the node “export to render target” but I haven’t tried it. the export to texture node works, but exports as HDR,
hope these help, I don’t make tutorials, just trying to give back to the community.
Export of textures, basic import to Substance Painter, hair opacity, just the basics
Transferring Paragon Characters to blender, creating animations and importing back to UE, re targeting to original skeleton, re-targeting to mannequin is same procedure
I really don’t get the point of people debating the cost of those assets. We’re talking about Epic Games, a 700 employees company.
I doubt there’s many people qualified in this forum to formulate a relevant analysis of it.
Thanks to those assets, my game prototype jump forward 6 months and i can’t thank Epic enough.
It’s also been an incredible learning resource regarding material setup, i’m learning stuff everyday!
Sorry for the delay in getting some of these responses out to you.
Let me know if we missed anything!
Are you allowed to render artwork or other 2D formats in other software than Unreal using them too? (just 2D videos and images not redistributing mesh) such as Blender Cycles, Poser, iClone, Carrara, Octane etc?
- **Yes, but final products must not be used in any other game engine. **
I can’t seem to find the sound cues for abilities and attacks. Care to point me in the right direction?
- **All dialogue can be found in each hero’s pack, inside the sounds folder. Those file paths should look as follows: /Content/Paragon[HeroName]/Characters/Heroes/[HeroName]/Sounds/. At this time only the dialogue has been released. **
Does Epic plan on releasing the sound effects as well?
- At this time we have only released the dialogue cues. We currently do not have plans to release the sound FX.
**How come this is only available for Windows, via the Epic Games Launcher? **
- As with all Marketplace items, these products are available on the Unreal Engine Marketplace and downloadable through the Epic Games launcher, which is available for both Windows and Mac.