Just bought the “Pro” and your support is on “Discord”? Are you nuts? That forces people to enter their phone numbers (you don’t really believe it stays with Discord only, do you?!) and I while can log in to my account, I can not use your invitiation, because Discord has a problem with my location or god knows what their problem is. Furious! You going to charge $200 when Pro hits the Marketplace, but you can’t afford running your own forum, on your own site?
Discord is pretty standard when it comes to marketplace item support. They also do not require a phone number.
Are you saying I am telling lies?
They went through the “identify the cars” BS, werent satisfied - though I dare say I recognize cars when I see them - then demanded a phone number to send a verification code. YES this is not about just setting up a Discord account, but following the link provided (an “invitation”). I have not found a way to get to the support discord just from logging into Discord with my own account.
More people complain when authors don’t have a Discord support channel than those who complain about it. As ambershee pointed out, Discord is quickly becoming the de facto standard for Marketplace support. Hateful rants from a few dissatisfied customers are unlikely to change that.
Only 24 hours left to take advantage of the 20% launch discount! Get voxel plugin™ PRO now on voxelplugin.com
Maybe support through email is support of you ask?
Maybe not using hacker road or plagerism city for the only way to download things, Pretty darn shady you are avoiding the marketplace where it honestly looks like you ripped codespartans plugin then added to it, shameful.
Both projects offer source code, this one has a free model where you can compare and see if this is copied or not. I know they based on same studies, but definitely they are not the same.
Hello all,
I am owner of the pro version of this wonderful plugin.
I allows me to create what I want with ease! All who are looking for a voxel solution should buy this incredible piece of work with top notch support!
I have 3 examples attached:
- A shattered world, with 3 layers. Think septerra core.
- Floating Island
- Floating Island up close
thanks downloading NOW…appreciate having a free version i can check out…
I´m interested in the pro-version of this awesome product, but i have limited c++ knowledge… mostly BP, and i haven´t been able to clear some doubts with your documentation and YouTube tutorials, sorry my english,
Here my questions:
- Is it possible to modify the brush tool design and UI? the white-red circles for in-game and also replace UI sliders, for a custom design.
- Can we use our own foliage models?
- Sphere world generator applies directional gravity for character BP to walk without falling at 90°? or this plugin and directional gravity works only with pawns? or… gravity for characters is not part of the plugin and my character BP will fall at 90°? - Important*
- Can we disalow in-game voxel tool for playes at some maps or limit its use only for specific areas at certain min-max heights?
- Can we disable the way characters float like grab and drop while using the tool?
- Why characters walks over water? is it posible to make then go inside and swim with swim animations and make water react with waves?
- Voxel Plugin updates to the newest UE versions free or once bought works only for current (UE4.19) then you need to rebuy updates (UE4.20)?
- Objects require physics enable to react to deformation or this is an extra option in the plugin?
- Can we hide actors under map, for discovery while using the voxel tool? (pawns, actors, AI enemies, etc)
- When is approximately going to be released in Steam Market Place, why wait… more expensive = more features?
I really love your product, i just want to be sure if buy or not, and if i buy, help will be much appreciated in the future, i also worry a Little bit that discord wont be helpfull because my phone number is not from the USA.
@RoccoFX
- Yes, everything has been designed to be generic & to be easy to customized
- Yes
- Gravity is not part of the plugin, it’s already big enough
- Yes, all of that is done in BPs
- Not sure what you mean here
- Yes, but that’s not in the plugin. The water used is just the water assets from Epic.
- You buy once and you get all the updates
- What do you mean by “react to deformation”?
- Yes
- I’ve delayed the MP release a bit to be able to polish the plugin a bit more based on recent feedback.
When is 4.20 release?
I also want to evaluate (PRO) it before buying is it possible?
Hello,
I have a question about your world voxel sampler demo : you didn’t show the voxel sampler blueprint code (I mean, the implementation called when the graph hits the voxel sampler node). Is this an overidable function from some base-class defined by your plugin ?
Also, if I buy the plugin from Gumroad, will there be a possibility to have the association with my Epic account afterward, when your plugin hits the marketplace ? I already own some plugins bought from Gumroad, so I am not against it. But the fact is, the Epic vault is a convenient way to keep an eye on all my plugins and assets… so a marketplace release has my preference… EDIT : ok, I found a post in this thread where you already answered this one.
Anyway, thank you for this plugins. I think it’s the most versatile voxel-based solution out there.
In the voxel-based terrain field, you are a serious contender of Voxel farms which is a powerfull tool (for the voxel generation part, Voxel farms beeing a complete world generation solution). Its unreal integration is not suitable for runtime generation of the voxel field itself from unreal engine. One needs the Voxel Studio tools to create the world. I like the fact your plugins allows to stay in Unreal for the whole process.
With your graph approach, there is virtually no limit to what can be used to generate the voxel field, and it allows to stay in the blueprint world for quick iteration.
Do you intend a marketplace release anytime soon ?
Regards,
No
Blueprint are way too slow for what I’m doing, that’s why I went with a custom graph system (interpreter + C++ compiler).
What’s called is the selected world generator with the input coordinates. However the world sampler node is kinda obsolete now that I’ve added macros support.
Thanks
Soon™ I’d like to polish it more first
Hi, When we can expect update for latest version of Unreal 4.20?
@MughalAhmed I’ll probably update soon. However 4.20 introduced some big changes to plugins, so I might wait for 4.20.1 to be out
Thanks
Hello, : I’ve tested your solution, and I confirm that I see some very interesting features for my use case. I am very impressed by the results you achieved
Also, thank you for answering my previous question.
I have a few questions and feature request to submit, if you allow me :
- would it be possible to have a function to edit voxels and material in a not axis-aligned box, of arbitrary extent (a kind of brush) ? currently, the code expose a method for box (axis aligned), sphere, and projection.
- would it be possible to control the falloff of the sculpt and material functions ? If I am correct, we can defined strength, which control the “power” and the falloff. To control the sharpness of effects, we need something like a strength and a falloff radius/size, and maybe a choice in the falloff profile (sharp, smooth).
- the function to edit individual voxels uses indices to identify voxels. Would it be possible to provide a couple of function to convert world position to indices and back ?
- I have a question : how many textures can we used without texture_arrays, and without atlases ? I tested texture arrays, which are working well, by the way. I think that if you are able to provide a way to support at least 10 textures in your plugin, without custom build, you are almost on pare with the landscape component.
- I am a little confused with voxel painting (material). Am I correct to say : we can set 2 textures per voxel, with a blending factor to mix them; it’s up to the tool (editor), or the code responsible for building or modifying the world to set the correct textures and blending in order to achieve smooth transition between “textured zone”, or to achieve effects like “rock under grass” when we dig. Is that true ?
- it may be useful to have a convert-to-static mesh function, for thoses interrested by the in-editor side of things. I imagine that using the standard unreal landscape with your voxel-based world for specific part in editor, can allow for very interesting landscape (overhang, natural surface-to-caves transitions, etc). Turning them in mesh when the designer is happy, can leverage HLOD, static lightning etc… The tricky part may be UV coord generation.
As a side note : I understand the need for speed, concerning the density function, because you probably need to call it each time a lod is computed.
The concern I had behind my question was to be able to modify the terrain using some gameplay elements. Standard procedural generation usually fail at proposing a controllable “mission path”. I would like to try to combine some mission planning graph (like the one just implemented in dungeon architect) to modify, if not create, the terrain itself. My current experiment is using the Dungeon architect plugin to create a layout, which is used to sculpt your voxel terrain. Currently, there is no way of performing runtime landscape edition in unreal, so voxel-based solution are the only way to go. I know Ali worked on a project, landscape architect, which is on-hold, but it seems to me that you may have a some interest in getting in touch with him, about some kind of combined approach : voxel are tricky to edit to achieve clean level design, which is where graph-oriented approach are extremely powerfull to speed up creation. Voxel Farm provide some unique tools in their editor (Voxel Studio) : a very robust brush-based editing, L-system based structure generation, and a clever biome generator), but nothing like some user-controlled graph (like in Dungeon-architect), or user-controlled cellular automata (for caves); for gameplay, this is critical. Those tools, usable both in editor or at runtime, allows for serious production boost, or unique “runtime generated” content.
Regards,