I just stumbled across thread last night when I was trawling for posts on cubemaps and skydomes and I honestly don’t have enough words to say thank you with, is incredible and the fact you made it for the community and are just giving it out freely is amazing.
Thanks you so much I will learn a lot from your work.
Hey guys, the new sky system is almost ready, I will put it up on the Experimental branch soon. It is a complete redesign built around real world data, with accurate day length, azimuth/zenith values based on time of year and location on earth. That last part is key here, it is using real values on earth. To ensure the algorithms work properly I needed to get an earth model working first, but I also have the majority of a completely custom world time/calendar. will not be available at first though, it still needs more testing.
Currently working on integrating the moon with lunar cycles based on the calendar system, then will move on to the weather. Due to the complexity of the math involved I have moved the majority of it into a c++ base class inside the plugin to perform the actual calculations, and it will become the base of the new SkyDome blueprint. will work nearly identically to the system works currently, all you will need is the OceanPlugin to access all of the new content. If there is enough demand for it, I could potentially upload a SkyDome only plugin, for now it will only be included in the OceanPlugin.
Because is going to break functionality with the old system, I want to have as close to complete before releasing it to prevent further breaking changes. But it will be available soon.
That looks really cool! What method did you use for the added displacement? Is it height-map based? Nice work!
That looks great! Is being projected onto the “Cloud Surface” geometry? It will be changing slightly with the new Skydome to make it a bit flatter, the rounded shape just doesn’t look natural. If you’d like to contribute anything I would love to hear from you!!
Sorry for taking so long to get back to you, I was away for the last week. See my response below as I believe you are both running into the same.
How many of the “Test Points” did you add for your ship and what settings did you use? If you open the blueprint and click on the Viewport tab and select the “BuoyancyForce” component from the components list of the blueprint, in the details panel you must set up the number of (and location of) the test points for the buoyant object. These are the only points on the ship that are actually used to calculate buoyancy. Without them your ship will sink.
For a ship I would recommend a minimum of 6 points (a point on the left/right of the ship at the front/middle/back). Open up the Man-O-War blueprint, go to the Viewport Tab and select the BuoyancyForce component and check out where these points were added for it, and make sure your ship/boat looks similar in setup.
Please check that out and let me know if it solves the!
As far as the lightning goes, it should work, last I checked it did at least. I am in the process of rebuilding the SkyDome right now that will include the features you are looking for, the current system is fairly basic.
No need to buy , it is freely available for anyone to use in their own projects whether they are released as free, or commercially, no royalties whatsoever.
The only thing not allowed with project is to putting it up for sale in whole, part, or modified form. For full license details see:
https://.com/UE4-OceanProject/OceanProject/blob/4.8/LICENSE
Feel free to use it in your game, hope it works well for you.
I copied the BouancyForce of the original Man of War. I didn’t adjust the location of the test points, but I didn’t adjust the size of the ship body. So I think that isn’t the problem. But I’m not sure.
Hey I was just wondering if theres a way to change the ight sky to something more “fantasy” like those skyrim mods with huge nebulas and also is the rain function in it yet?
My first reccomendation would be to make your own skybox or edit the nighttime image. For rain you can replace the snow with raindrop UV particles or a rain setup that follows the player, both setups I’ve used. I dunno if theres tutorials on youtube, but SuperGenious’ weather FX has great rain.
I changed the earlier, because my grafics card didn’t support Shader Model 5, so I changed it like :
“Open the following materials: M_Ocean, M_Ocean_SSR & M_Ocean_Depth (found under /Materials/M_Ocean_Versions folder)
And disconnect whatever goes to World Displacement, plug it into World Position Offset and save.”
Maybe is the problem?
Do the settings of other components, like the root or Body, make any difference?
Hope someone can help… I am actually interested in the FishManager more than the .
I was wanting to spawn the Manager in different areas and then destroy it (and associated fish) when the player moved out of the area, and then respawn in the new area, etc. (Basically different areas around an island.) Spawning crashed UE4 and I couldn’t get it working, so I added an Enabled boolean to the C++ class, so when it starts up it basically idles until you set Enabled. Added a trigger volume, which turns on it on and off successfully when going in/out. I also loop through all fish actors and destroy them so they don’t consume resources while you are on land.
So I thought I had licked, until I tried to create another BP_FishManager instance somewhere else. It correctly spawns the fish selections chosen, but it spawns them in the ORIGINAL fishmanager location!? Instead of instancing the blueprint, I created a duplicate blueprint for the other location, and each one had it’s own instance… same story… it’s as if the FishManager object when instantiated somehow servers all instances of the blueprint…?!
Can anyone help with … it’s a very cool addition to my level, and would really allow me to use it effectively. At worst I will create an entirely new cpp/header if I have too. .but that’s a last resort!
To see the test points, open the blueprint and select the Viewport tab, then in the Components list select the BuoyancyForce component, which will show all of the properties in the Details panel. Under the Buoyancy Settings section, expand the properties using the down arrow button at the bottom, and enable “Draw Debug Points”. You should be able to move them into the proper positions, try adjusting the other settings to get it working well for your ship.
One other thing necessary is ensuring the Mass of your ship is within an acceptable range. To change the mass select the Ship model also in the Components list and look in the Physics section of the Details panel. Open up the example ship/boat to see how the mass is set up and check it against your settings.
I will not be looking into their project whatsoever, not because I don’t think it may have a good technique, but because copying something from a commercial game is illegal. The only assets and ideas in project are from other open source and freely available tutorials where the license permits its use. There have been a couple of ideas for implementing a system in the past that I couldn’t guarantee the license allowed it’s use, and those were dropped in favor of other methods.
To ensure project can be used freely by anyone, and that I am in compliance of all licenses I may transfer to the users of project, I won’t be using anything that is not explicitly allowed.
Thanks for understanding. Let me know if you have any further issues with the buoyancy.
I will have to get Kyle () to give you a definite reply, but I remember him saying there could only be on FishManager active at a time in the current build. I will message him and get back to you with more details asap.
There is some info in thread if you go back 2-3 pages, but again it is all in the very early stages at point. Hopefully I will have some more info on soon.