Ya this is a hold up for me as well I need to be able to re-import my 's
I can’t let this thread die I need a resolution
Just found this thread, and I think its awesome that we’ll be getting some speed tree love soon™
Someone know when will be available for UE4 subscribers?
Same as above I’d be interested to know, also will it be $495.00 like the Unity version?
I’d rather pay as I go, monthly subscription when needed as opposed to forking out a full amount.
#JustSayin
Curious about this as well
Personally I think Epic is living up to their namesake on all fronts in regards to both the new licensing system and the level of support being given for this amazing and user-friendly engine.
I think a lot of the complaints I see on various forums are from indie devs who have moved over from UDK given the affordability of UE4, and so are used to being able to gripe about what we do/don’t get for free.
So happy to hear about implementation in UE4 and I agree with the others in that keeping with the monthly subscription rates is a lot more manageable than charging a one-off fee.
A lot of us new users are here because dropping many hundreds or thousands of dollars in a lump is just not feasible, and so such tools would lay just out of reach.
I just wanted to post a quick status update.
We are still hard at work bringing the best possible experience to UE4 subscription users. We had a great face-to-face meeting with Epic’s engineers last week to try to finalize some details of the integration (and we were lucky enough to meet some of you when we swung by the East Coast Games Conference afterwards).
For those asking about the tree models on our store now, the models will work with our UE4 integration, but I’d advise waiting until for UE4 is available. The models on our store now have a strong visual effects focus and can be pretty high res. We will introduce new tree models specifically for UE4 with new real-time and mobile resolutions. Note that every one of these tree models will feature smooth LOD transitions, scalable wind effects, and infinite variability within our Modeler app. These models will be on our store initially and on the Marketplace when available.
Finally, for those asking about our pricing, we haven’t ruled out a one-time fee or a subscription model yet. We’d love to hear what you guys think. Drop us a line at @.com.
Cheers,
Where is meh speeeedtree , i was hoping it comes out with 4.1 release ! tough luck…eh ?
How about a one time fee of say 20 bucks and then a fee of something say like 1,500.00 if you actually publish something. Why, to help out the little indie guy that doesn’t have the budget, however if he releases and is successful he will actually have a budget and would be happy to pay someone more for there software.
I like the Unity program you setup, I pay $495 for a seat and get to work, but considering the indie dev is almost always limited by money a $20 a month isn’t a bad idea either. That’s only $240 a year and if the dev is a relatively good producer he/she might only need the subscription for 6 months. My concern here is that just as the game developer needs revenue to survive and prosper, I also want to survive and improve your product and so five hundred dollars going your way feels to me like a pretty good investment.
While $495 isn’t unreasonable, I’m a bigger fan of royalties or subscription. With a subscription model, you’ve got the flexibility of obtaining revenue from customers who you’d otherwise miss at the $495 pricepoint, while still being able to recoup a large brunt of the $495 over time. With royalties, while it still takes a piece of the pie, it makes it easier for true indie devs - i.e, solo devs, garage based teams - to implement at a lower/no cost initially, while still funding should they sell their game.
That’s the biggest issue; some people are going to use UE4 and never, ever make any money off of it - never even try, in some cases - so unless you’re an affluent dev, there’s little reason to choose over something free, like Blender with their sproutling tool. Will it look as nice? No. Is it as easy? No. But it’s free, and if you learn to do it yourself, you don’t need to subsist on ramen alone to pay off your license.
Your lazy take the time to make a great map, and learn how to control the geo of the billboards of your trees. To make a great product auto anything does help cause then anyone can make the exact same thing.
And you don’t know what “your” means. Nothing wrong with using tools to create stuff. Do you make your own engine just not to be lazy?
heh heh heh…
Any updates on an eta?
Hey everyone, we were pleased to confirm on today’s Twitch stream that the IDV team is targeting the release for 4.3 (late June).
They’ll be here at Epic HQ to give you a new demo during the broadcast on Thursday, June 19 at 2pm ET.
Please join us Twitch at that time!
Fantastic! Really looking forward to this.
Can’t wait for the stream…
Great idea!
I’d like to add being able to modify the result manually. Who wants to hand-place 3200 trees? And who wants to edit the mask and re-import just to move one tree two meters to the left?
Tools for both speed and precision - please!