you get all updates from sellfly… the same way you down load the kit the first time. And, they are free. Out of All the things I have ever bought for entertainment, this kit has been the best thing I have ever gotten. enjoyment per dollar and value per dollar cannot be beaten.
Been working with terrain today, finally got some imported into the kit and tested out adding textures and materials. I learned a lot from this tutorial I found online, will post link, I have a long way to go.
Here is a screen shot of the terrain, bear with me, I know it’s rough, but was all a good learning experience.
It does use World Machine, but you can create your terrain on any program, be sure to check Video 2 and 3 as they cover inside UE4 about setting up materials, really good instructions.
I watched the migrate video… I am moving my project from another machine… so I can migrate from one project to another on the same drive. when the 26 gigs finishes moving… I’ll see if I can get my content moved over… (Crossed fingers)
I have a copy of L3DT pro that I was going to use. But, World machine keeps coming up in threads here. I might have to change over.
Looking forward to seeing what you come up with.
EDIT: OK… when copying kit from another machine… I can’t seem to get it to work with 4.11… SOOO… Downloading 4.10… Will be a bit before trying to migrate … ROFL!
No, it currently runs after you indefinitely (or until your character dies :)), but it should be easy to customize it yourself. I try not to focus too much on things like AI that are relatively easy and fun to implement yourself and are different in every MMO (some games have spaceships instead of characters, etc).
Yes , I am getting the same. I posted my error on the 4.11 release post on the forums as Stephen Ellis replies to posts. I looked on Github today and the 4.11 branch not the release branch has a a fix light building bug in the TP Template. So I’m downloading it at the moment.
Its still giving swarm error build lighting failed.
I’m using this kit to use it with the Oculus Rift (I have a DK2) 4.12 doesn’t support oculus 1.3 runtime. At the moment I am doing the first level 10km x 10km with level streaming 3km sq blocks for performance. Then I’ll have to workout the best way to convert the HUD to 3d widgets. Third person is good for large open worlds so the player doesn’t have to teleport around and can use the gamepad.
I’ll test again tomorrow, hope it’s fixed, the one way I got around it was going down inside the Source Engine build and rebuilding lightmass solution again(used rebuild not build). Post my update tomorrow.
Trying to get 1.4 kit running on new machine so I then can transfer Folders of stuff (art and such) and Bp’s to MMOKit 1.5 running under 4.11
Could not get kit stuff migrated from one machine’s drive to another machine with the kit on it… (Exported all stuff to folder and copied to new machine desktop.) FAILED!
Moved 1.4 kit to new machine. tried kit… Nope… tried changing to 4.11 engine. FAILED!
Downloaded 4.10 engine. Tried kit… FAIL! forgot to build 4.10 engine. built 4.10 tried 1.4 kit… FAILED VA_REST error.
Built 1.4 kit under 4.10 Tried old 1.4 kit… LAUNCHES.
HAPPY DANCE.
After watching Nemodains migration movie… migrated UI art folder! SUCCESS~!!!
Migrated main menu.bp , Setting.bp and Gamehud.bp …FAILED… forgot to rename em from *.copy to *.uasset …
Copied 3 files from new 1.5 kit to *.old and copied in new 3 files as *.asset
Launch u-project in MMOKit 1.5 … clicked play to see old work displayed in new kit… FAILED!!
Some errors when opening those BP’s in new kit… compile button shows red…( please see pic lower in post.)
Tried compile FAIL
Got mad, ate ice cream… Wife came home… I fixed dinner… ate… took wife and dog for drive…
Next step… take out new 3 files I copied into 1.5 kit… and try importing them from the export I did a few days ago… (they were exported to a folder on the desktop of the old machine.) Did not allow .asset files to be Imported. Tried to drag files from the exported folder (That I copied to the new machines desktop.) into the user interface folder in 1.5 MMOKit. FAILS.
you need 1.5 version. if you have paid for it you should have a download link in your Emails. 1.4 gets those errors and 1.5 has more upgrades like new launcher.
Yeah the plan is to plant the player with something attacked to the camera spring arm still testing that. Also here is a pic of the starting map level streamed first 3km x 3km. that pole in the shot is the starting position, the plan is to build a city around it. just blocking and seeing frame rates.
If you have started your game with assets in 1.4 running under 4.10. open up 1.5 in 4.11 and migrate your assets thats all you can do. there is a big difference between 4.10 and 4.11 that you can’t just open it up. I’ve opened 1.5 version with 4.12 the other day so its not much difference between 4.11 and 4.12 at this stage. if your wanting to keep up with latest versions and your not using VR. Download the promoted branch its the one Epics Devs use and its got the latest stuff and is stable.
When posted the video of the asset migrate I was stoked. and I got the Art folder migrated… But… I can’t seem to get Blue prints to migrate, nor can I export them in 1.4 then import them into 1.5.
Nor can I just copy them over… or drag and drop them from 1.4 into 1.5
Hang in there, I am setting up another system I have locally to test moving form Computer to Computer, taking bit longer than expected as I need to install so much stuff.
I know right, stupid VS 2015 took me forever to get setup on other system, apparently when you do install of VS Community 2015 it does not install tools by default, so I had to get that done. I just finished building Engine on other system and starting MMO Kit.
Basically the goal is to have a complete working copy of everything on the other system, 4.11 Source Engine, compiled and ready to go, MMO Kit basic compiled and ready to go. The you would simple Migrate any new work done to an existing MMO kit on this computer over to the other. Hopefully get it tested tonight.
Plus I am building terrain on main system using World Compostion and importing terrain broken into levels(section) Currently doing a 8km x 8km map with 4033 height-maps for each. Punishing my system so hard with all these huge textures. It’s basically a 2 x 2 grid. Here is a screeny.
And yes I said 4033 not 4096, when importing height-maps into levels of world composer you need to use special UE4 dimensions, here is a link to post about it if anyone else is doing terrain. Overall size (vertices)
Scroll to bottom look for post from developer.
Nemo
P.S. I need to use smaller height-maps, generally they can be smaller, just want to test what I can push on my system.