Announcement

Collapse
No announcement yet.

A Boy and His Kite - Jun 11 & Jun 12

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Thanks a lot you have given this stuff to me you can’t even imagine that how important it is for me.
    Didn’t visit Oman yet? Now is the time to see the awe-inspiring and magnificent Musandam Mountains. You might as well hike alongside the beautiful mountain trails!s, Call +971523868541.

    Leave a comment:


  • replied
    download download

    Leave a comment:


  • replied
    Please help, is there way to force initialize, i even do not want to open map but sort assets from there only but initializing in 72% and no more progress

    Leave a comment:


  • replied
    Originally posted by CrashA51 View Post
    I would be happy is someone could review this article http://www.fxguide.com/featured/assa...th-the-action and give me some idea of how to convert their work, or something like a few parts of it, into UE blueprint shaders. For example a blueprint that would change the color and translucency of water based on depth, and implement LOD such as mentioned in the article. I might be able to combine that with the work others have already posted and come up with an interim solution until Epic rolls out an upgraded water engine in a future release. Would sure float my boat.

    Cheers
    Your link seems to be broken, but I guess you wanted to point to here: http://www.fxguide.com/featured/assa...th-the-action/

    Leave a comment:


  • replied
    It was removed from that map, youcan only see it in the cinematic. If you want to explore it, the full demo is available for download via the launcher.
    Thanks Alexander for getting the answer ... and glad to hear you are indeed human.

    And if I may be so bold as to suggest Epic needs to take a hard look at re-prioritizing development work, putting a new water engine close to the top!

    Since DanielW is the first UE Developer to jump into this post, how about putting him in charge of the Water Engine? Isn't that how things work ... Daniel showed an interest so it is now his baby.

    Just kidding, more humor, and I understand.

    I would be happy is someone could review this article http://www.fxguide.com/featured/assa...th-the-action and give me some idea of how to convert their work, or something like a few parts of it, into UE blueprint shaders. For example a blueprint that would change the color and translucency of water based on depth, and implement LOD such as mentioned in the article. I might be able to combine that with the work others have already posted and come up with an interim solution until Epic rolls out an upgraded water engine in a future release. Would sure float my boat.

    Cheers

    Leave a comment:


  • replied
    Looks like they are on youtube now

    https://www.youtube.com/watch?v=eYDn2sQ8uKs
    https://www.youtube.com/watch?v=hNgcQ0BeGCs

    Leave a comment:


  • replied
    Originally posted by CrashA51 View Post
    Alexander, it appears the cave was removed from the executable along with some other assets to reduce the file size. Is that correct?
    Yeah, sorry I missed that you were talking about the runtime executable specifically. It was removed from that map, youcan only see it in the cinematic. If you want to explore it, the full demo is available for download via the launcher.

    Originally posted by CrashA51 View Post
    Are you human Alexander? Your not some next gen bot moderator Epic has developed are you?
    I'm a real person. I'm even on the livestreams, so you can see me in real life doing stuff.

    I am asking for a full blown water engine integrated into UE with user friendly customization options, more advanced water shaders, incorporating Beaufort scale, wind, weather, wave, sand, translucency, effects that bring water to life.
    We have feature requests in for a full water system with a lot of similar details. There is not an ETA on those kinds of features, but we are looking into them for the future. It's a large undertaking and would eat a lot of our resources that are currently dedicated to other new systems, so we have to prioritize what is being developed and there are even larger systems with even greater demand from the community that have to be focused on right now.

    The summary is this: we want it, but there are other rendering systems that we have to focus on for now.

    I'm not the best person to be answering anything specific about rendering, but I'll see who I can find with the expertise to respond to this further.

    Leave a comment:


  • replied
    Also Lane, or anyone else that is interested, I have done a lot of research on water in gaming over the past few days to find out what it would take to bring UE4 up to date with competing engines. I was surprised to find that most of the heavy lifting has already been done. Being late to the ball would actually work in Epic's favor in this case, if they simply used the published work of other companies as their foundation for a new water engine in UE.

    The rest of the gaming industry starts with the work published by Jerry Tessendorf, "Simulating Ocean Water - UCSD Computer Graphics Lab" which anyone can download. The Tessendorf FFT (Fast Fourier Transforms) method is at the heart of all descent gaming ocean water today. And if you can understand those algorithms, then you are the right person to write UE water shaders!

    IGN assigned their Singapore office to this water task, so I do not know how many resources were required. But I was amazed at how much of their work is available for public viewing. Check out this article: http://www.fxguide.com/featured/assa...th-the-action/

    If the Skunk Works were to design a gaming ocean engine, it would look like what was achieved in Black Flag, an "advanced and elegant design" that provides a fun, pleasing, realistic immersive experience. The waves act and look as they should. The water color recreates the changing colors as the ocean changes depth in the Caribbean. The foam and water splashes, cloud reflection, integrated Beaufort-scale, and especially the translucent emerald green colors that come out at the top of waves, well, amazing. IGN drops this into their engine and provides easy controls for the level developer to quickly make changes and optimizations as they wish. And the Ocean engine works well with the time of day, LOD, Weather Engine, it just works. Granted, their land based water is not so great, but that is why I think a full blown water engine needs to consider land water, ocean, and more attention to where to ocean and beach interaction.

    The amazing thing is IGN openly talks about this and gives much of their solution away, as do all the other gaming companies. If someone with the right skills were assigned to this task, they could review what others have done and come up with a solution that is right for UE4. It is not like they need to start from scratch.

    I know people on these forums are working on water solutions for UE, but they are not approaching it in the right way, using the solutions already achieved by other companies.

    Leave a comment:


  • replied
    I understand everyone is busy, myself included. Just asking again, was the Cave removed from the Demo runtime that was released along with other assets to increase performance? Did you get an answer Alexander?

    Leave a comment:


  • replied
    Lane, I checked out Abzu, A Journey Under the Sea, it will make a great game for a young child or preteen ... but it illustrates my point with the state of water actors and assets in UE4.

    Compare that water in Abuz to the Azure Temple demo released in 2006 and built with Quest3D. The UE4 water looks like Minecraft compared to water that could be from a real documentary with Jacques Cousteau.

    Are you going to write your own water shaders? That is not something I want to take on. I certainly don't want to put out the cash to hire people to write the water shaders. So that leaves us with the Surface Pack. Not acceptable in my opinion.

    How about a demo from Epic at the next computer show that shows off great water, that way we might get a water engine in a future release of UE. There was water in the Kite demo, but as I mentioned, it was water I could walk over.

    Cheers

    Leave a comment:


  • replied
    CrashA51 you mean something like "Water Surface Pack" that they released in May?
    "A" for effort, no disrespect, but no Lane, I am not talking about something like the "Water Surface Pack." Too complicated and does not go far enough, as noted in the youtube comments. Creating water features in UE is not user friendly, even with this pack.

    I am asking for a full blown water engine integrated into UE with user friendly customization options, more advanced water shaders, incorporating Beaufort scale, wind, weather, wave, sand, translucency, effects that bring water to life.

    The Water Surface Pack was already out of date before it was released. Go download the executable of "Azure Temple" off the web. This was the work of Alexander Kulagin, winner of the 2006 QAuest3D competition. There is an example of good water shaders for the time and tool. I have also seen some of his later work, where you could see localized wind ripples on top of the water, just amazing. If Epic hired someone like Kulagin to lead the water engine effort they would have the best water in the industry. That is what is needed. The Surface Pack is okay, but doesn't hold up to water shaders from 2006. No offense, but that is what I am talking about. Everyone in the industry is afraid to take on this issue. With Oculus and other VR right around the corner, it is time for the game industry to step up and create realistic water, waves, and beaches that are easy for the developer to drop into a level.

    Put Elon Musk on it, he could get it down. I use to work for the Lockheed Skunk Works. All you had to say to our engineers is that no one else can do this, and they would do it, in a few months. No one said it would be easy or cheap, but if you want something down right just get the right engineers with attitude on it and they can do it.

    Cheers

    Cheers

    Leave a comment:


  • replied
    @CrashA51 you mean something like "Water Surface Pack" that they released in May?
    https://www.youtube.com/playlist?lis...UAgghUxoF916rH
    Which they initially released and have been working on for a while (Feb):
    https://www.youtube.com/watch?v=-XyeFXdKi08
    Initially shown on January:
    https://www.youtube.com/watch?v=CIi0t-HgXyw
    The shaders are there, as a package that doesn't have to be "included" with every install of the Editor increasing the download size for every user. Not everyone needs water components. If you look at that Water Pack, it has a lot of flexibility and then you could always improve/tweak it to your liking.

    Abzu, A Journey Under the Sea, from Giant Squid (people from Journey) is using UE4 creating an entire underwater experience.
    https://www.youtube.com/watch?v=CxvTzkeMGY0
    http://www.engadget.com/2015/06/10/abzu-hands-on/

    I'm a newer person to Unreal, I am indie working on games, I don't have a lot of posts because I've been reading and doing research, learning, following what is going on. I spent quite a while researching engines, strengths, and "future facing" options, and UE4 has been, by far, the best option for an indie developer(s). But, I do not come at it expecting everything for "free", like any tool, I know I'll have to sink a lot of time into it, research options, and actually start making things to make the most out of the engine.

    Last thing, if you've followed UE4 for any amount of time, you'll realize that there are still a lot of things they are working on, trying to improve, and those improvements come out monthly, or you can download the source from Github. I am, personally, amazed at the work being done, and openness of the project, allowing others to help improve it. This is what I labeled as "future facing".

    Leave a comment:


  • replied
    The photogrammetry results in the Kite demo were amazing, great job, but once again not setting a new bar. No one has done it better than the 2014 release of "The Vanishing of Ethan Carter." The rock, grass, tree, vegetation, cliffs, on the beginning of the opening level were stunning. There isn't much call for or diversity in Scottish Highland assets (heaths and bogs), so the Kite demo is of little use to me.

    Now if 4.8 came with SpeedTree without a subscription, or at least some assets like those found in Ethan Carter, that would be something. Going to set it free, set it all free. Buy out Speedtree and integrate it into UE. Simple management decision, Epic is big enough, make big girl decisions. How do you think SAP became ... well ... SAP. A water engine, weather system, SpeedTree, EU would rule them all.

    Bye

    Leave a comment:


  • replied
    In the JSF competition on team removed tones of parts to reduce the weight of their vehicle, in order to demonstrate it's ability to take off vertically and hover. The other team did not. The other team won. Creating a 100 mile level, then trimming it down because of runtime issues causing it to run very chunky, it not validation of what an Indi developer can do with version 4.8. Thus the reason I am asking if the Cave is in the released runtime executable.

    Why do I want a water engine? Have anyone of you look at the improvements that have been made to water in games like GTA 5, Assassin's Creed Black Flag, Dead Rising, Bioshock, Far Cry ... just to name a few.

    Not being critical or stirring the pot. Just pointing out that any Indi developer interested in a level with water is currently handicapped by the lack of good water shaders that come with UE4, and that is something EPIC needs to focus on, or eventually it will hurt their bottom line.

    If you haven't noticed everyone is setting things free today ... with Fallout 4 you will be able to import and use mods on in console games. The new Doom game will have a feature called Snap Map, allowing custom map creation in minutes. Tons of game engines comes with modern water shaders!

    You veterans are not helping Epic by defending the old guard and old ways, you are impeding progress, and in the end if Epic doesn't listen they will become non-competitive. Epic management, stop listening to these people. I bet they told you that charging a monthly subscription for the Engine was a good idea. How did that work out for you?

    It is not easy to listen to the truth, especially from family and friends, but someone needs to say it. I support Epic 100 percent, and I want them to continue releasing upgrades that meet my needs, not what was good enough a few years ago. The new functionality in 4.8 is not a step forward, it was very egotistical egotistical, someone thought 100 mile level technology in 8 weeks means something to someone ... what game level do you know can use that technology? LOD, have any of you actually spent time in the quad roaming the level? I have. From the air it all turns to mindcraft pixelation ... but when walking it shines ... but with poor performance, even with so much removed from the level such as working time of day, real water, etc.

    Enough said, I will leave you to your eight-track expectations for future upgrades to UE4.8. Hope management at Epic is following this. Swallow your pride and get with it, you are way behind despite the great demo and free use of the tool.

    I am not posting this because I think Epic needs a pat on the back. They need to hear the truth. I need a an engine that I can use without investing a million dollars on a development team to write shaders that should already be in the engine.

    Cheers

    Leave a comment:


  • replied
    I have no hightened status by that Veteran tag, Im just an hobbyist.

    Leave a comment:

Working...
X