Modular Building Set [UPDATED]

The update has been released everybody!!
Please go to the marketplace building set and re-download your files from there :slight_smile:
I want to not again that the scale of the assets has changed from the original. So you may experience some issues with scenes that you have already created with the old set unfortunately

Sorry about this again everyone, I was hoping to have had the update out sooner so that this issue would not be a problem for as many people, but you all know the story. Thank you again for the support and I hope you all enjoy the updated assets and new additions to the pack!

Thanks for the follow-up on the pack Jacob !
Really appreciate the update (especially for the scale in my case)

However to anyone using them beware of the lightmaps…
Imho some of the defaults values are way off the charts and inconsistent from one asset to another.

As an example theses simple brick walls have a ligthmap of 256 ! (which is going to eat up a LOT of memory with almost no impact on visual quality).

Ligthmap density view

Edit: this is the reason why the demo map is so heavy, there is something like 1.4 Gigs of lightmap…it’s so heavy we’ve been unable to cook it,
Unreal crash ^^

Without the ligtmaps the map goes down below 50 megs, this gives you an idea about how heavy the lightmaps are in the pack ^^

Hi Max4dmoon,
You’re absolutely right, that does seem rather high for the light map density. I apologize if I missed this on some of the assets. I’m happy to hear the rest of the pack is much better overall now. Luckily adjusting the light map resolution on the assets is very quick and easy to do across the whole pack. Changing the values on all of the assets to whatever you want would only takes 20-30 minutes. The thing that makes me a bit sad however, is I would absolutely update this immediately to save you all that quick 20-30 minutes. I am just a bit worried however how long the update will take to release to everyone lol and at that point if it is worth it or not unfortunately.
In any case thank you for bringing this to my attention and to the attention of others so that they are aware of a simple adjustment to the assets. I will be speaking with Epic once they have streamlined their update process a bit and I promise st some point in the future this quick fix well be updated on my end so that no one else has to worry about it :slight_smile: I hope you are satisfied with the rest of the pack and the quality level that I have strived to achieve with the Modular Building Set. Thank you

Hello Jacob,

"I hope you are satisfied with the rest of the pack "

Yes I’m, no worries :slight_smile:

PS: I just sent you a private message

Hello there, can you maybe specify what needs to be changed in the lightmaps and for which object? Thanks

Hi Valachio,

Sure of course, no problem. Thanks for supporting my Building Set pack! I can elaborate more this weekend when I have some free time if you are interested in more detailed information. Until then I will do my best to help you out with changing the lightmap resolution on the assets. Perhaps you can skip a lot of these steps if you already know how to do them, but just in case I will go step by step.

  1. The first thing you will want to do is load up the scene Overview from the Building Set so that you can see all of the assets. This can be main in the main ROOT folder of the Asset pack and is an orange file that says “Overview”
  2. After that you will want to switch over to the “Lightmap Density” view as Max4dmoon mentions. This can be down by changing the view in the drop down menu at the top of the viewport. Like this example in the video http://youtu.be/tgHFppk1dAU?t=1m29s
  3. While in lightmap view now you can go ahead and search for any asset that is appearing in RED. This means that the lightmap resolution is too high. I don’t have a specific list of assets to change right now since I am not at home and able to view them, but this will work just as well.
  4. After finding each of the RED assets in the Lightmap Density view you can right click on each asset and go to its statis mesh properties.
  5. Inside of the static mesh properties you can set the lightmap resolution to something much lower. They always have to be in powers of two though. Such as 16 - 32 - 64 - 128. You probably don’t want to set the resolution to anything higher than 128. Usually 64 or even sometimes 32 will be ok for smaller assets.
  6. Incase you would like to see a quick example of someone changing the lightmap resolution on an asset. Here is a quick video
    http://youtu.be/z5yc-bKbHyc?t=2m25s

I hope this helps with your question and as I mentioned if you need more information or would like a more detailed list of assets/tutorial on adjusting the resolution I can absolutely do that this weekend when i am at home. Thank you for supporting and purchasing the pack and I hope you’re enjoying it so far!

  • Jacob

Hey Jacob everytime I load your demo it makes me rebuild lighting but after rebuilding lighting it crashes. Does this happen for anyone else?

Do you think that you could build a medieval-themed modular building set? I would be the first buyer!

Hey Uprentiss,

Sorry about this. Someone else above mentioned the same issue and the problem is with the Lightmap resolution on some of the assets being too high. If you check out my comment from 2-27-2015 at 11:44am I mention how you can go about fixing this and you can see in the posts above others mentioning the crash after rebuilding the lighting. I apologize that I didn’t catch this issue with the Lightmap resolution on the assets sooner. I did my best to try to check everything before checking in the updated Building Set, but unfortunately this one thing slipped passed me. Luckily it’s easy enough to fix the issue and I definitely plan on updating this for everyone so this won’t be an issue that everyone runs into. But you know how the updates go…

Hi SaviorNT,

Thanks for the recommendation. I may consider this for a pack in the future :slight_smile:

  • Jacob

Thank you sir! You have until next week :stuck_out_tongue:

Hahaha done! Lol I definitely want to make more packs. I am just doing what I can with my free time

I still cant figure it out bro I am still very new with the engine.

I’m glad you’re laughing (I’m serious, I’ll need them next week, lol):

This was helpful, thanks.

Also another question, I checked out your website and was very impressed with some of the ground textures. Specifically “Textures - Grass Mud & Puddles”. I was wondering how well this texture works in Unreal Engine 4? And are you planning bring these sorts of textures to Unreal’s asset store?

Thanks again

Also another question, what lightmap resolution would you recommend for your objects? I’m thinking 64/128

Hi Valachio, I’m glad it helped :slight_smile:

Also, yes those textures will work very well in Unreal Engine 4 and I am currently in the process of including them into my “Organic Nature Pack.” Which will have some other goodies in it as well! :smiley:

Yes I agree, 64/128 should be perfect for the assets. If it is a flat wall with no extra geo I would say 64 should always be good and only for the large and more complex assets go up to using a 128.

I wish I had more time Savior, unfortunately it will be some time before I would be able to do anything like this. Best of luck to you on your project, I would love to help if I could :slight_smile:

That’s great man, thank you. Any ETA on your Organic Nature Pack?

Another question about this modular building set. The interior meshes are not rendering unless I’m at a certain distance from it. Is this related to the mesh or the engine?

Those textures on your site are pretty B.A. I look forward to that pack! Thanks for the luck with this project, though I have a feeling it will take a few years :wink:

For the Nature Pack it may be a few more weeks before I’m ready to put it up on to the Trello boards, but it’s the next one on my list :slight_smile:

As for the interior building pieces, I had setup LOD’s on the actual interior faces to fade out at a certain distance to save on rendering performance. If you are running into issues with this, you can simply decrease the number under the LOD on the mesh to tell it to fade out when it is smaller on the screen. Let me know if you have any questions on this.

  • Jacob