[Community Project] WIP Weather & Water Shader

Hey ,

That all sounds , just what I’ve been waiting for :slight_smile:

Couple of questions (of course!):

1> If I already have 4.12 in my project and I want new stuff, do I have to go through all the steps to install the plugin, or can I just overwrite the relevant files?

2> I’m struggling to get the landscape modulation working (for the coastline stuff) on my custom landscape. Do you have any tips for ? The two important bits seem to be turning it on with the tick box, choosing your ‘landscape’ and choosing your heightmap texture, all of which I have done and it makes no difference for me. However, I have just noticed that when I choose my landscape from the drop down it doesn’t accept it. As in, it syas empty even after selecting it so something isn’t right?

Thanks,

As long as you’ve made no source code or blueprint changes to the default files, overwrite and good to go.

The other, I dont do coastlines at least not close enough to care what they look like so cant really help.

Hey!

The days since 2000 (it’s actually the Julian Day 2000 epoch, which is 01/01/2000 @ 12:00:00 (noon)) is used for the calculation of the moon rotation, and the phase calculation uses the JD1900 epoch (the last time a new moon fell on Jan 1st). The further from those dates you go, the less accurate it will be, but it’s very minimal for dates within a couple centuries. The approximations help reduce the potential error, but it’s still not perfect.

But yes, you can go +/- 2000 by 800+ years before noticing any issues, and the calculations can be re-based to a closer epoch without much difficulty. I’ll add that to the blueprint in the next release.

The sun is even more accurate, doesn’t matter the year (limited to 0000 to 9999 though), the position is accurate within a degree or two at the equinox’s. :slight_smile:

  1. There are changes to the following files:
    \ShipsAndExamples\CustomThirdPerson\ThirdPersonGameMode (modified)
    \ShipsAndExamples\CustomThirdPerson\TP_HUD (modified)
    \ShipsAndExamples\CustomThirdPerson\ManOWar\BP_ManOWar (bugfix)
    \Sky\BP_Compass (New)
    \Sky\BP_Sky (New)
    \Sky\M_Sky (New)
    \Sky\WB_Sky_HUD (New)
    \Sky\Textures\Sphere_N (New)
    \Sky\Textures\T_Moon2_D (New)
    \Sky\BP_Skydome –> moved to –> \Sky\Old
    \Sky\Materials\M_Sky –> Renamed to M_Sky_Old
    \Materials\M_Ocean_Versions\M_Ocean_Depth (bugfix)

and the plugin of course! don’t forget to copy that over. There were a lot of code changes.

Easiest way to do is to open the demo project, right click on the new files and select Asset Actions -> Migrate, and then select your project’s content folder as the destination. can sometimes overwrite other files, so be careful and read the list of files after clicking migrate to ensure you don’t overwrite something you customized. In case it should be ok though.

  1. First thing I would check is the format of the file (RAW works best since it’s uncompressed, but png will work too) and that the file has a 1:1 aspect ratio (as in 2048x2048 for example, length and height are equal). If both those are ok, if you’re able to, PM me the heightmap file and I’ll see if I can get it to work for you. :slight_smile:

If you’ve added anymore precision your crazy the calculations were as good for time date etc as paid stuff. Went through centuries with only the odd solar cycle it seemed.

Check your gamemode in the world explorer is set to the proper gamemode, something is not getting references to a blueprints functions, either your missing files which those errors wouldnt look like that most likely or youve got a dialog box set to the wrong blueprint or such. Just throwing thisout there but you seem to have alot of issues multiple times a day, whats your blueprint and basic coding (python, javascript etc) abilities like? You will lose hope on your project and self destruct if you cant click on the return node hotlinks to see exactly whats going on and being able to debug at that level.

I gaurentee once you see why one of those “bugs” is happpening they all dissapear and you can move onto the next one.

Download the whole project and try running it completely fresh. Any problems? Start there.

thanks already solved xD I had forgotten

:slight_smile: what was the cause

something simple xD
thank you for your help :smiley: :smiley:

Hey ,

I have been using your new Sky and running into some problems with lighting.
In my own very basic day/night cycle i modified it so that at night the sun light was turned off and vice versa which meant no weird shadowing and such during the cycle but it seems with your BP_Sky is still an?

I’m finding it very hard to get properly dark nights, and if I do get it so it looks okay (through messing with the skylight captures etc) then during the day the shadows are too dark. If I get the daylight shadows looking nice, then the night is too bright again.
The only way to get around it seems is to either settle for some middle ground where it looks ‘OK’ in night or day (but not exactly what we want) or to script it to get the right effect, which is a shame in such a cool system as you have here.

Any ideas? Through some searches I have seen a lot of people mentioning over the years so I know at least it’s not just me :slight_smile:

Thx,

I noticed with the latest update (4.12) your reflections seem off? Is there anyway to tweak them?

Other than coding your own 2d capture clip plane you can use planar ssr or both.’ Off 'is a bit vague.

I have 2 questions :slight_smile:

Are you able to package project? Because if I build the new 12.2 version without changing anything the build fails. Is there anything you have to do before packaging?

Here the error code


MainFrameActions: Packaging (Windows (64-bit)): Project.Cook: Cook failed. Deleting cooked data.
MainFrameActions: Packaging (Windows (64-bit)): Program.: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Cook failed. ---> AutomationTool.AutomationException: BUILD FAILED: Failed while running Cook for G:\4.12.2\-4.12\.uproject;
MainFrameActions: Packaging (Windows (64-bit)):  see log C:\Users\JanWin10\AppData\Roaming\Unreal Engine\AutomationTool\Logs\G+UE4+orginal+Epic+Games+4.12\Cook-2016.06.13-08.59.39.txt
MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectName, String UE4Exe, String Commandlet, String Parameters)
MainFrameActions: Packaging (Windows (64-bit)):    bei Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)):    --- Ende der internen Ausnahmestapelüberwachung ---
MainFrameActions: Packaging (Windows (64-bit)):    bei Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)):    bei BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.Automation.Process(String] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.InternalUtils.RunSingleInstance(Func`2 , Object Param)
MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.Program.()
MainFrameActions: Packaging (Windows (64-bit)): Program.: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Cook Failure

Is fixed in the 12.2 release? Because I am having big performance issuse when everything is useing planar reflection.

Thank you for the great project guys :slight_smile:

I do believe said 4.13 at the earliest definitly not a hotfix but I could be wrong re: 1.0 rough mats reflecting

Sorry, I forgot to mention in my post above:

The new BP_Sky blueprint contains everything you need for the skydome, includes all lights (sun/moon Directional Lights and a Skylight) and Height Fog. If you are adding to another level make sure there are no directional lights, skylights, height fog actors, and if there is one remove the AtmosphericFog as well. Everything can be adjusted within the blueprint details panel, at the top there will be a list of components, if you want you can modify the default values here, but some properties are automatically set by the blueprint functions.

Try that, then under the Moon section in the details panel adjust the Moon Light Intensity to get even darker nights. If that doesn’t help, could you post a screenshot please?

What do you mean by off? If you select the BP_Ocean blueprint in your scene you can adjust the planar reflections by selecting the PlanarReflection component in the components list, or remove it from the blueprint if you want.

Planar reflections have some major limitations, more on that below.

For the planar reflection, no it is not fixed, but is out of my control. @ has created a pull request for some code changes that will allow much more control using a modified SceneCapture2D actor rather than PlanarReflection.

method is not only faster, but will allow us to specify only the receives reflections. If something else needs reflections, you can add it to the material itself, and even exclude certain actors from being captured in the reflection.

Fingers crossed, will be implemented in 4.13, but that is a ways off. Right now it’s either live with the (temporary) issues of Planar Reflections, or go back to SSR, which can be done easily (see my post on the previous page), but the quality difference is huge.

Here’s some more details on TK’s new actor: https://.unrealengine.com/showthread.php?109505-Requesting-improvements-about-planar-reflections-(4-12)&p=545049&viewfull=1#post545049

As far as packaging goes, I will look into it today and see what I can come up with. Thanks! :slight_smile:

Attempting a cook n package for win64. Been a long time since I tried. Will report back.

Edit took about 6 hours for a cook n package of the entire project, a couple gigs of my material and four plugins plus some custom code. Worked fine on win64 though.

I should add I did get some SSR and some other material instance errors, not warnings but errors, I can post them if needed they were the only ones.

Interessting can you please tell me how you did it? Because I just opend the project pressed file-> package projekt-> windows 64 and after 10 minutes it fails. Do i have to do something else?

Not sure if it helps but I used to have a lot of issues with a project with numbers in the beginning of a folder name:
i.e. G:&gt;>4.12.2<<-4.12.uproject;
try chaining that to something that starts with characters [a-z] :slight_smile:

Try setting up your pqkxsgomg settings I didn’t include stock maps packaginf tjw stock project has always been hit or miss in fact packaging in general has been for me. Hail and remember ‘cook often cook alwaya’

Edit: The materials did infact get replaced with defaulteditormaterial in testing a straight download and no settings package for win64. Odd. Will try again when I have a cause again, packaging is hit and miss. One bad references can throw the whole thing off sometimes.

So I’m testing my custom planar reflection plugin (which needs a pull request to be accepted, hopefully in 4.13… more info here)

Performance can be massively improved by disabling various features like dynamic shadows or even deferred lighting with not a huge visual impact on the (well depending on your scene… but still).

Here’s what it looks like with all features enabled at 100% resolution:
http://www.mediafire.com/convkey/a2ed/imf5tl3j9p78w5pzg.jpg?size_id=5
(click image for full size)

And here’s what it looks like with shadows, deferred lighting etc. disabled at 20% resolution:
http://www.mediafire.com/convkey/6e7c/47jyrn18sreejy4zg.jpg?size_id=5
(click image for full size)

looks like even at 20% res (128x128 capture plane?) you cant tell the difference. great work TK!