There’ll be a “Custom” name option to fill in the mesh name. (Auto will set the mesh name to shape name). Thanks for the feature request. ( I thought of adding that at first, but then talked to myself: nah, it’s over-design )
Ha, I totally forgot that. Thanks a lot! Updated.
Set world position of selected edge / vert / face is great idea, added to feature request: (Set world position of selected edge / vert / face · Issue #45 · marynate/mesh-tool · GitHub)
Snap to other static meshes is another great feature to have, but there might be performance implication, might need to do some test first.
@CoquiGames, thanks for the videos. I’m big fan of @JoeWintergreen’s analysis videos of level design tools (those 2 you posted both made by him).
- The hammer’s bridge tool seems interesting, also could be used to make curved surface quickly. I would like Mesh Tool has something similar.
- The “Propagate Mode” is actually the default behavior when you editing Static Mesh with Mesh Tool (all changes will be applied to static mesh asset, and will be propagated to all SM instances).
- Buttons to Triangulate and Quadrangulate: The Quad mode in Mesh Tool is a dynamic solution which will quadrangulate meshes in real time, there’s no need to re-triangulate quad into triangles after editing. (The quadrangulation algorithm is the same as dev-geometry branch)
- Select mode “Any” in Geo 2.0: Personally I find “Any” select mode a little confuse, but you’re right, it might be efficient for people use to that. I’ll give it some more thought.
Thanks!
Always nice to be appreciated ������
I’d definitely benefit from the “any” mode.
Thanks @!
Btw, another good reference is the old Hammer editor. Looking at a tutorial I found the “Hollow Tool” - it basically makes any selected mesh hollow by a specified offset. I feel this would be an amazing addition to Mesh Tool. I know you have the hollow cube as a primitive, but think about all other possible use cases.
Here is the workflow I envision:
Draw quads on the floor (using the grid). Make the shape that I want for the room (any complex shape like L-shape ect)
Select faces and extrude up
select entire mesh and press “Make Hollow” button and specify an offset in UUs.
Now I have a perfect room in the shape I want without having to draw walls individually! This workflow is much quicker than drawing walls and ceilings separate. Also it would make it possible to make perfect spherical rooms (think of Xavier’s room in the X-men).
What do you think?
Hammer Hollow Tool example - Go to 1:45
Keep up the good work!
Just make a box, select all faces, and flip them. Ez
I don’t think anyone who uses Hammer a lot really uses “make hollow”.
Well, I used Radiant for a long time and that was a really fast and clean way of making “rooms”.
@ your Mesh Tool is the most amazing addon for the Unreal engine for me. Don´t know if thats already said but, is there a way to remote generate UV Lightmap ?
So for now to fix the Lightmap UV I just switched Destination Lightmap Index from 2 to 1 and hit apply. Thats okay - but if you can remote acces this within your tool to do the same, that would be the icing on the cake for me.
From what i could guess is that you don´t need to code a new just copy paste this apply thing ? ( I have no idea if that is remotely possible though)
Thats interesting - I would think this is the quickest way to make a simple room. But then again, I havent really used these editors before
Thats what I was thinking. Not necessarily for making rooms out of simple boxes (thats easy enough as it), but to make rooms out of complex shapes - say a sphere, or another
complex mesh like a ship. To me, it seems like a really handy tool provided @ thinks its a good idea.
Keep the ideas coming guys! Lets make Mesh Tool the best it can be!
Oh, yikes! As an old-time HL/Source engine user you’re givin’ me nightmares. Using “make hollow” on anything more complicated than a cube would definitely produce hideous unusable soup that those engines wouldn’t know what to do with (and you wouldn’t want 'em for Unreal either). Might even crash Hammer/Radiant.
An actually-good version of that tool that produced a decent mesh could be useful though, sure - though like somebody said, you’re usually just as well-off just flipping the faces.
I personally never tried using make hollow on anything but boxes
Something like Blender’s Solidify modifier perhaps ?
@
Speaking of Blender, would it be possible to set Blender’s hot keys for Mesh Editor tools? (this would make it so much smoother when switching back and forth between Blender and UE4)
@ Slab transform in 1.0.7 looks awesome!
Can’t wait for the drop on itch.io
Hi , Thanks for the well made asset,
I have given 5 stars
As with not having a solid founding on 3D and have been using the Ue4 meshes and bsp to create assets then converting them to static meshes exporting to blender and badly mashing together UV maps, I thought I would try your tool, with watching your guides they feel more suited for 3D orientated developers, I have watched nearly all your youtube videos but get very little from most of the videos from the speed level approach, I relay want to use this plugin as i know it will make a huge difference to the work that im doing but my self along with probably many more of the UE4 community would need more comprehensive instructions to utilise MeshTool,
@Purple_Dolphin, thanks a lot for your support!
You are right, Mesh Tool is currently lacking on documentation and tutorials, and the videos on youtube is mainly for showcase WIP features and not good for learning purpose.
I’ll start recording some simple tutorial after 1.0.7 release. Is there any particular area/functionality/topic you like to see?
@Glutamatkrieger, thanks!
I think it’s a good idea to expose existing lightmap uv generation functionality through Mesh Tool. Added to feature req. list. (Re-generate lightmap UV through Mesh Tool · Issue #46 · marynate/mesh-tool · GitHub)
@ ,you are welcome it is a very impressive addition to UE4 that has been missing.
with regards what i would like to see as a guide, I dont know, its all black magic to me
1.0.7 is out now on itch.
Unreal Marketplace version submitted.
The major feature introduce in this update is Slab Transform. You might find it familiar or alien depends on your past experiences. I made a tutorial video for a simple introduction:
Mesh Tool Tutorial - Slab Transform Introduction
There’s now a “Mesh Tool Tutorials” youtube playlist.
Mesh Tool Tutorial - First Room Step 1
Mesh Tool Tutorial - First Room Step 2
Slab mode is already awesome and I’ve just been messing with it for 2 minutes.
A way to keep the regular WASD camera controls would be nice though, maybe while holding a button?