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.
Personal I would love to know how to setup the control and what does what in unreal engine (attack the paragon characters do and “how to set them up in your own projects”).
I noticed suggestions on Reddit & on the Paragon forums mentioning leaving the PVE part of Paragon available and think this would be a great idea even for UE4 Developers.
If Paragon is completely taken down after the 26th there will be no ‘Point of Reference’ for all the animations, attacks, gameplay, or Lore that the assets were designed for, leaving Unreal developers with nothing to learn from to some degree.
I also believe that it would allow some disclosure for players, devs, and possibly even some Epic Employees that have spent years with Paragon.
If nothing but to take any server dependencies out & create a bare-bone implementation, I believe it would help.
And also that it would be an excellent showcase example for others to see & learn from and a monument to Paragon & what Epic is trying to do for the gaming community.
Anyone else has problem with importing Grux into a project? The mesh is fails to load, or the folder re-adding fails after attempt to readd the character to existing install.
After exporting, is it possible to import into 4.18?
First off, thanks Epic for all the great work you guys been doing for the community.
Currently I’m making a game(link in signature) using these assets. What I want is to keep the identity of the characters in my game. Meaning not changing the characters name and lore, basically keeping a connection to Paragon. If I keep the characters identity from Paragon is that infringement? Would I be violating any copyright laws? and if so would I be able to acquire license to do so?
I just want to keep the games origins alive at least and also maybe try not to get Paragon fans upset about it.
I want to say thank you again for releasing this pack, i want to ask is there any plan to release technical details from this project ? such as animation programming that described in this live streaming video ?
This is amazing. Thank you Epic. Is there a thread somewhere where people have posted all the projects they are using the assets for? I’d love to help out where I can.
thank you Kalvothe** for the reply
I am probably going to render in UE4 anyway** I have actually since posting here been rendering my Daz and iClone characters in Unreal by packaging temporary games and using Nvidia shadowplay and am probably going to do the same using the Paragon assets as it looks very impressive and renders much faster than Octane or iClone, still slowly getting my head around retargeting animations sadly I am not geeky gifted so creating Blueprints a bit beyond me, I can at least set up animated scenes though and use the first person as my realtime camera.
I just opened the demo map “ParagonSample” from Paragon Asset provided by EPIC to see which parts it contains. I wonder how the water surface is made in the map (see screenshot). The texture adapts exactly to the contour of the individual islands (in the screenshot the water surface is scaled to make it easier to see). It has only one material with different textures applied to it.
I’ve not rebuild the Lightning so the schadows are from the objects before scaling the water plane.
Thank you very much in Advance for any help that will be appreciated.
cgarchitekt