I haven’t heard back from Epic yet.
dang epic always taking forever with the updates
Just hoping that when it does get updated it can be downloaded. I’ve been waiting about five days for the scifi hallways pack. Every time I try to download it I get “Syncing” instead of download. Makes me wonder about the stability of the marketplace itself…
Nothing yet? getting a bit frustrating waiting like this.
Agreed been waiting for a minute. Come on Epic patch it through.
Thet just did some type of update have you heard anything yet???
I haven’t heard anything. We just followed up with them yesterday. We will poke them as often as we can
its a bit crazy they take so long for updates. not blaming you I am solely blaming them lol
Just got an email that they updated the pack! I havent checked myself, and wont be able to until this weekend most likely. But I just wanted to share the info
I’m downloading it now. Seems it’s set specifically for 4.7 so unsure how that will affect some projects. It also shows it as being 966 mb where as the previous one shows as 972.5. Did you optimize some of the files?
EDIT It’s 1 gig, must of been the download. Looks like everything is in there and works great. Thanks for the update.
I keep getthing this everytime
B10_F2_B has degenerate tangent bases which will result in incorrect shading.
Hey man, this thing does some weird stuff everytime i try to add it, some importing stuff
Hey, I think the latest versions of UE4 dont like some manifold(just a face/edge over top a face or edge) geometry or something along that line, which was able to sneak in before. This seems to be the case so far when I get this error. I just run a quick clean and that does the trick. Ill take a look at it today, see if I cant get that error to stop. Last time I had a poly that was broken. But deleting it wasnt doing the trick. I had to delete it, and the face beside it, then recreate it.
The only way ive found to isolate the problem is delete half the object, export, see if you get the error. If you dont, then something you deleted is causing it. And do that again to the part you deleted. all the way until you find the culprit. hahaha fun stuff. I seem to only get these errors when I was using a 2015 fbx exporter. I reverted to a 2013 version and im not getting any of these issues. Could be a coincidence or cause.
Anyways, ill try to find some time to get to this today. Mondays are usually super busy for me. But I will get to this as soon as I can.
Just bought this, it’s beautiful and I’m very satisfied with nearly all of it, but I’m wondering if anyone else is having trouble with the collision volumes on the roads? In the Models/DemoRoads folder, road_A, B, C, and D all have really inaccurate collision for me, in road_A in particular a model with correctly configured collision hovers nearly 3 feet off the ground.
Hi HInoue, those road pieces were more intended to be an example of taking the assets OUT of ue4, into a 3rd party 3d program to show custom work, since we provided all the fbx for the pack. A big mistake on my end on not making that clear enough(you arent the first to ask). The assets you will need is in the modular road folder, from there you can create splines, or just snap them 1 by 1(I probably wouldnt recommend this). Heres a video that explains it all a bit better. Sorry for the confusion. https://youtu.be/JF7QelPRFnw?t=100
No problem at all, thank you for the quick clarification!
Where are the doors? It seems that all the buildings have windows only, i know there are archways but inside the archway is just a window. There is one single white metal door but can’t be used with the large commercial buildings its just not realistic. Can i put in a request for some exterior door ways to be added that you would typically find on these large buildings? Even in the built examples included i don’t see any doors.
Hey there, if you look under “props” there should be more doorways to use on the exterior. We have this planned to be updated early next year and would include prop doors that swing open to lead into interiors.
for some reason i was expecting to find them built into the walls with the one white door that is. Nice to see some double door options exist, looking forward to the update.
It’s been over a year since Urban City Pack has released and has continued to be our bestseller. Luckily, we have not abandoned this pack. It’s been on our mind… it haunts us as night… it’s the crying baby screaming “update me!” and just needs a bit of TLC.
We have been gathering a ton of feedback and now have a gameplan on how to tackle a major update for this pack! There are lots of features we have been adding to our newer packs like Medieval Village and Industrial City that make Urban City look outdated.
Here’s a quick summary of some things we have been tackling the past few weeks to give this pack longevity:
- common scale pass on all assets
- material pass
- interiors! our biggest request and we have delivered
- hyper-modular and level modular pieces
- transparent windows to see those beautiful interiors now
- addition of new signage (street, store fronts
Having to universally scale everything up or down to match a third person character size caused quite a bit of issues for the buildings. Modular/hyper-modular pieces ended up being off the grid and not match anything to the power of 2. Luckily with Unreal’s vertex snapping we were able to find a middleground solution that made it work. Another thing we are trying to sort out is a transparency issue on the windows. Since the concrete is connected to the window texture, the glass part has to be see through but this causes the concrete window sill to be see through as well.
We have a laundry list of other things we plan to tackle that will be announced once they’re started. Here’s a sneak peek at some of the work we’ve been doing. Everything is still work in progress.
Doing a quick test to see transprancy on the windows and into the interiors. We think this really adds depth to the buildings and more life. One thing we did to the municipality building was add more geometry to the exterior giving it a bit more “pop”
Currently our windows are using an emissive texture to fake lighting in the windows. With proper window and interiors, you would be able to add an actual light inside and help sell the realism of your level.
Shot of our interior shells, we’re looking into finding a good way to add interior walls but haven’t figured out the best solution just yet.
Added a lot more corner pieces to make sure everything snaps together perfectly. We spent a lot of time cleaning up the hyper modular pieces. Once we scaled things properly, we noticed a lot of cracks on the walls and no corner pieces. We used a dirty trick to create them before by intersecting side walls together.
Inside of the hyper modular walls
Now that doors/interiors are enter-able, we had to thicken them and make sure they are two sided. We also modeled in a bit more detail such as the door handles since the player will walk right up to them now.
Some new materials we have been playing around with. Higher resolution walls, ceilings, ground textures for the buildings. Most of the textures in the current pack are 1024x1024 so we felt it wouldn’t hold up in the future.
Work in progress for some street signs being added to the pack. We felt like it’s a standard in most urban cities so it was a must add.
Details up close! We used a height map mixed with a metallic map to give it that reflective look. The finer bumpy details come from a height map
That’s all for now! All these fixes and new content will really add a breath of fresh air to this outdated pack. We will have more updates as this pack continues to be worked on.
Thanks for reading