Is another sale planned for this year? Unfortunately i missed this one
Have you thought about using Data Tables instead of the current code you have now? It’ll eliminate the need for the WeaponData blueprint, and present it in a manner that is cleaner and more user friendly. I just converted mine over, though mine accounts for more complicated combinations. (Such as having “material tables”, and defining parts to allow an array of X material types (metal, mineral, wood, leather, cloth) for recognizing what is allowed for each component). It was a bit of work to do, but it also allowed for a more streamlining method to read data being input, and saves on having to scan the arrays a few times for items since it simply uses “Get Data Table Row” to obtain items. Making enumerations also allows for obtaining certain items from lists based on the item selected. Just a thought!
Love your work, however, this is simply genius. One request I might make, however, would be to have ‘clean’ normal maps for the weapons? As amazing as it is to get different combinations of weapons, the “wear and tear” on the blades makes them look that much similar to one another. People can always design their own “destruction”, that’s not too big of a deal. But for those wanting to have different conditional “states”, the weapons can never have a fully “repaired” look.
I hope that doesn’t sound obnoxious, because it is not my intent to come off that way. But clean normal maps might not only be nice for us, but it would be less work for you as well.
Keep up the great work!!!
Hi Bardic, and Gerrod!
I’m not sure if you have seen, but we recently lowered the price of the pack to be closer to the in-sale price that we had over christmas. We are new to marketplace content and being creators/sellers, and so we’ve been constantly monitoring to see what the best price point might be. We think we’re finally settled.
Hi Gage,
Thanks for the kind words and the suggestion. We had already considered this, and for future packs (one coming very soon) we will definitely include clean normal maps. However, unfortunately when i/we first started this pack (i was making the assets before Jan got involved) i wasn’t using version control aaaand due to a hickup with 3dsmax’s turbosmooth modifier and it’s isoline display, the sword high polies will need to be remade entirely in order to provide clean maps for those.
While i may do it in future, it’s not a priority right now.
You didn’t come across as obnoxious at all, i love and welcome this kind of feedback, ultimately we want to become known for providing quality content and in this regard it’s an area we can definitely improve upon.
They work amazingly well together, though I had to make my own alpha channel for the elemental enchantments for this, in a crude manner. This is the result:
Granted, I have yet to finish all the materials, as I’m still making the data tables for leather, cloth, and the materials for the gems. It was a bit of work to dynamically alter the range of the extent of the particles, but I made it work using the Cylinder Module, and making a parameter out of the Height float.
Which elemental pack is this? looks verry nice
Hi @GageCornelius, thanks for the kind words! On the issue of data tables: We’ve experimented with this initially, but unfortunately data tables don’t let users pick Static Mesh or Material assets in a convenient way… they’d have to manually put in the asset paths in a .CSV file and import that to make changes… Or at least that’s how it seemed to work when we released the pack in 4.9. If this has changed, changing the system so that it uses Data Tables instead would indeed be preferable I’d love to take a look at your changes sometime, if you don’t mind!
For those who don’t know, we have a support Slack set up for people who bought this pack, where you can chat with us directly to resolve problems or voice your wishes for additions or future packs! Let me know your email address if you want access!
Enchantment Swords VFX in Visual Effects - UE Marketplace This is the one I used, but a word of warning: It required a LOT of manual labor to get the two working together. I had to export the blade meshes, import them into photoshop, get the UV map, select the continuous alpha outside the UV guidelines, and then drop a shadow inside the lines to get the “alpha” channels for the enchantment. That is not including the modifications I had to do in order to get the particles working (about a week’s worth, not bad considering I am not an artist, and forced myself to learn some photoshop, better familiarized myself with the material system, and actually meddled with the particle system for the first time to get all of this).
I’m not sure about 4.9, but in 4.10 you can make a Data Table based on a structure that you have made. I’d love to show you sometime. I’ll message you my skype name.
Yep, this was possible before as well, but editing them was not full-featured. Text and numericals would be editable just fine, but asset references less so… Will have to try again! Adding you on Skype now
Hello GageCornlius, I own both 9000 Swords & Enchantment Swords VFX packs and I’m very much interested in your approach. I have intention of building a larger material library for the Blades (ie: Stone, Crystal, Hologram, etc) and VFX. Lets chat when convenient. My skype name: techlord_on_skype.
It may be possible to automate that process entirely. If you want to talk to Kashaar or myself about it, Gage, i may be able to write a very quick substance file that you can use to automate the process in future (and/or it could be added to the pack as a way of letting things synergize easily).
Is there a list of possible weapon code inputs posted anywhere for convenience? Would save me some time if someone has already noted these.
Edit: to clarify - not every possible permutation, but just the valid inputs for each segment of the weapon code.
Hi @DrinkThisPotion! The codes are structured pretty logically, and the available inputs are defined in the WeaponData class defaults - so whatever you put in there is valid! Let me know if you need a further breakdown, pretty sure we made one somewhere already that I could dig out!
Thanks Kashaar, I’d ended up making my own list of valid included inputs. It didn’t take too long. In case it helps someone here’s a quick pasta.
Meshes:
Blade : b : 0-7
Guard : g : 0-10
Hilt : g : 0-11
Pommel : p : 0-13
Materials:
Material types:
Main:
iron
dulliron
oldiron
steel
steel2 - polished steel
steel3 - dull steel
brass
copper
bronze
gold
blood
mithril
obsidian
dragon
jade
Deco:
leathblack
leathred
leathbrn
bndg
linnen
kitty
celtic
Energy:
dark
blue
green
orange
violet
red
magenta
teal
purple
You could setup sword type data table entries, then pick randomly? I will try that maybe, was waiting for 4.15, now for 4.16 …
Do you have an ETA for 4.16?