Originally posted by DotCam
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Level Design tools not quite fast enough, for solo level designers.
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Have a look here for sure, goes over some details, if I find another one I will post some more links:
https://docs.unrealengine.com/latest...hes/index.html
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Originally posted by Jacky View PostMinecraft is a game though. You could make a Minecraft like game but if you are talking about voxels then thats another story.
Btw, Maya feels stranger than Zbrush to me, and so does Blender and any other modeling app because i use 3ds Max. It's all about getting used to. And Epic is helping Blender out to make it more UE4 friendly.
It's good that 3D apps are getting some more integration with games, but a bigger problem to me is that 3D apps need to be more universalized, by having the same file formats and tool terminology and hotkey presets and functions and such. I started with Unreal Ed(UE1), then Maya for 4-5 years, then modo, so I'm glad I got out of most of those sorts of technical problems fairly early on. =p
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In one of the twitch stream the UE4 developers mention they do want to improve the brush tools.
One thing I'd love to see in UE4 is something like the push/pull tool from SketchUp: https://www.youtube.com/watch?v=uOrfZM6nY-U and some nice align tool would be useful: https://www.youtube.com/watch?v=gicG_Y0GEM8 I dig the way this align tool is implemented exactly like more Adobe illustrator does it but in 3D.Last edited by SonKim; 07-13-2014, 07:52 PM.
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Originally posted by DotCam View PostHave a look here for sure, goes over some details, if I find another one I will post some more links:
https://docs.unrealengine.com/latest...hes/index.htmlExcept, now I want to be able to bust out little hole/block details from the house, with a live BSP brush.
Here's one I found, not sure how much of the capabilities it shows overall though:
Last edited by CT007; 07-13-2014, 07:31 PM.
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Originally posted by CT007 View Post
Here's one I found, not sure how much of the capabilities it shows overall though:It just covers some really basic stuff (was a requested tutorial that I have made for one of my subscribers ^^)
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Originally posted by DotCam View PostSee the "add" and "subtract" blocks? click them and they do what you'd expect!
Example C(or anything from Cube/Cube 2) is a good real-world example/test of a detail-heavy "block" map, not easy with Unreal, made in ~2 hours:
Last edited by CT007; 07-13-2014, 07:48 PM.
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I'm just curious...
Does anyone think that Voxels will become the new big thing in the future replacing Static Meshes and BSP brushes?
I'm all for change in game development, but I have to say that's a pretty big jump considering most voxel-based games are pixelated at the moment.
~ JasonJason's Simple Systems
Enemy AI and Patrol: https://forums.unrealengine.com/comm...troling-damage
Basic Quest System: https://forums.unrealengine.com/comm...ystem-part-1-1
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Originally posted by CT007 View PostYes, yes, but that's the whole point of my post; to have faster, more intuitive, paintbrush-like editing...and never having to click a button or perform a keyboard shortcut every time for each BSP edit
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Originally posted by Jason Forrester View PostI'm just curious...
Does anyone think that Voxels will become the new big thing in the future replacing Static Meshes and BSP brushes?
I'm all for change in game development, but I have to say that's a pretty big jump considering most voxel-based games are pixelated at the moment.
~ Jason
I have heard the voxel wars many times over the years, but have yet to see any other major company come out and repeat Carmacks claims (let alone use it to make a game). So really it depends what happens, but even if it turns out great, there will always be other ways of doing it as well.
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Originally posted by DotCam View PostBut aren't you clicking or performing a keyboard shortcut to do the same thing in the other 2 you have mentioned? you click and hold, push pull, release mouse button to do what you are asking in UE4, is that not easy enough?
Originally posted by DotCam View PostThere are 2 theories about this (possibly more), but I really don't see it happening anytime soon, if ever. There are many technologies in the past that were supposed to be the future, only to find it either a pipe dream or a tech that could have been the best if a new tech had not come out while it is in development and become the new thing.
I have heard the voxel wars many times over the years, but have yet to see any other major company come out and repeat Carmacks claims (let alone use it to make a game). So really it depends what happens, but even if it turns out great, there will always be other ways of doing it as well.I myself prefer BSP over blocks and static meshes, as you might be able to tell, heh.
Last edited by CT007; 07-13-2014, 08:19 PM.
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Originally posted by CT007 View PostWell, I'm still not exactly sure if UE4's BSP tools can operate quickly like I want, but all you need to do to add/delete blocks in voxel editors is right-click or left-click...in full screen single viewport...with no tool boxes open. I think in UE4, you still have to select a BSP brush before you can edit it, right? The entire level is just 'one big brush', in these other editors.
If a few more clicks is what is keeping you back, then use Cube2, but for all of the other things about this engine that make it so great, at minimum the pluses and minuses cancel each other out. I really think you should give it a try, you only need to pay $20, then cancel your subscription and keep using it forever (if you subscribe on a monthly basis you get all updates that come out, or you can pay another $20 six months later and download the latest version of the engine).
I really think you should try it out before judging it too much, as it really is easy to do. Plus landscape, it creates a flat plane mesh for terrain, which you can then use modeling brushes exactly like you do in mudbox, to sculpt the terrain as you'd like, so the only bsp's you would need are for walls and houses, and other above ground structures that you don't have a static mesh for.
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Originally posted by DotCam View PostIt is one big level in UE4, it has a landscape mode instead to sculpt terrain, but you will be clicking and changing tools slightly more often than you do in those videos for BSP's. But again, it is **** close!
If a few more clicks is what is keeping you back, then use Cube2, but for all of the other things about this engine that make it so great, at minimum the pluses and minuses cancel each other out. I really think you should give it a try, you only need to pay $20, then cancel your subscription and keep using it forever (if you subscribe on a monthly basis you get all updates that come out, or you can pay another $20 six months later and download the latest version of the engine).
I really think you should try it out before judging it too much, as it really is easy to do. Plus landscape, it creates a flat plane mesh for terrain, which you can then use modeling brushes exactly like you do in mudbox, to sculpt the terrain as you'd like, so the only bsp's you would need are for walls and houses, and other above ground structures that you don't have a static mesh for.
The landscape tool doesn't look any different than previous terrain tools from UE2 and UE3. :\ If you could create auto-tessellated tunnels and vertical cliffs with it, and are not limited to the vertices of the initial landscape plane(if that's how it works), it would be better. I am thinking UE4 is rather overly complicated, though, especially for folk like me who just want to bash out simple levels quickly. :/
If someone could post a video of UE4 BSP editing as quickly/efficiently as possible, that would be great to see!Last edited by CT007; 07-13-2014, 08:41 PM.
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my problem...
I normally use Maya/Blender to model/uv , but I still find quite frustrating the process to import, position and add materials to the various meshes in UE4.
Maybe I'm doing something wrong, but I don't see a way to just import a bunch of meshes, keep them grouped into a logical transform hierarchy (i.e. maya groups)
and move or assign materials to these groups quickly. I'm using fbx , and it creates one big mesh for each export with sub-elements (that are non movable or replaceable on the fly) that are not very easy to manage imho. Sometimes you want to assign materials to logical groups that are not based on sub-elements or single fbx imports... just as you normally do on most 3d packages...
if i'm missing some magic trick please enlighten me
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