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Maximum-Dev repliedHi Tim,
Thanks for the link, but truth to be told,
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Every time we decide to implement a particular feature, it means that we won’t be able to work on some other. We are also working on several games internally...
Last edited by Maximum-Dev; 04-22-2017, 09:28 AM.
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Tim Hobson replied[MENTION=29721]PixelPerfectPolygons[/MENTION]
Sorry, I don't think I can be of any direct help. We have a ticket in for it as a feature request and beyond that it's up to the priorities of the Engineers with their planning. Not every feature request will get implemented which is an unfortunate truth.
I've posted this a couple of times before, but Max wrote a really good article for his site titled "Why your idea might not make it into UE4" that gives some insight into why this might be. Everyone always says "oh, Epic can do it really quick and easily!" However, that's really not the case if something needs to be done right and be well tested.
One alternative is to also code the feature yourself (not being you specifically, but anyone with programming experience) and submit it as a pull request through GitHub where it can be reviewed and implemented for everyone if it meets Epic's criteria.
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PixelPerfectPolygons repliedOriginally posted by Drav View PostI think Battlegrounds probably takes that title now, but I can say as someone who works on Squad, a decal based road system on a spline would be a very welcome addition to ue4 indeed!
Help us, Tim.
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Drav repliedI think Battlegrounds probably takes that title now, but I can say as someone who works on Squad, a decal based road system on a spline would be a very welcome addition to ue4 indeed!
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PixelPerfectPolygons repliedYou have to keep in mind Tim that open world games like Ark and Squad are among the best selling games using UE4 and such a feature would go a long way in helping development for games like those. We're doing a large open world game as well and the time costs just for getting proper roads in without destroying our world is absurd. I get that it's more interesting to incorporate cool new tech into your engine, but the truth of the matter is that for us down in the trenches making the games themselves, we need this incorporated so we can do our jobs properly. Fix the fundamentals first, I beg you.
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Gunschlinger repliedOriginally posted by Maximum-Dev View PostUnder what circumstances a backlogged feature request or bug gets back on the to-do list?
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Maximum-Dev repliedOriginally posted by Tim Hobson View Posthttps://issues.unrealengine.com/issue/UE-13142
A ticket has been in for a while. It's backlogged and marked as minor at the moment. This could change in the future, but if the feature is direly important to your project you may want to implement it yourself or hire a programmer to do so. There is also no guarantee that any feature request in our system will be implemented. That's the unfortunate reality of things. :/
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jonimake repliedIt would improve working with landscape quite a bit tbh, shame that's it's not a priority for you :\
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Tim Hobson repliedOriginally posted by PixelPerfectPolygons View PostHey guys. Woud love an update on this. Our game needs good roads.
A ticket has been in for a while. It's backlogged and marked as minor at the moment. This could change in the future, but if the feature is direly important to your project you may want to implement it yourself or hire a programmer to do so. There is also no guarantee that any feature request in our system will be implemented. That's the unfortunate reality of things. :/
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PixelPerfectPolygons repliedHey guys. Woud love an update on this. Our game needs good roads.
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Maximum-Dev replied[MENTION=4894]Tim Hobson[/MENTION], Spline decals are intended to "project" a material on the surface. Without projection it's only like a masked mesh overlayed on other surface with lots of clipping specially on the landscape surface.
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Chosker repliedOriginally posted by Tim Hobson View PostIsn't this something that can already be done with Mesh Decals that was added in 4.11?
[ATTACH=CONFIG]132258[/ATTACH]
This is using just the BP_Spline asset form Content Examples and duplicating the mesh. One is the original base, the second is using DBuffer Decal with a simple brick material with a mask of the UE4 logo. These materials can even work with Landscape Splines.
also mesh decals cause some bad artifacts at great view distances, since based on distance they push themselves towards the camera to avoid z-fighting. yes I've seen the code, it's MeshDecals.usf line 104 (on UE4 4.15), which is this:
// todo: tweak or expose (cvar or per mesh/material setting), if needed the artist always can create a WorldPositionOffset adjustment in the shader (e.g. -0.1*CameraDirectionVector )
Output.Position.z += 0.0001f * Output.Position.w;
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Tim Hobson repliedIsn't this something that can already be done with Mesh Decals that was added in 4.11?
This is using just the BP_Spline asset form Content Examples and duplicating the mesh. One is the original base, the second is using DBuffer Decal with a simple brick material with a mask of the UE4 logo. These materials can even work with Landscape Splines.
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Chosker repliedOriginally posted by Maximum-Dev View Postor there are other factors i.e the requested feature should align with what Epic is working on?
Usually there's the needs of their main game project (i.e. the numerous improvements and optimizations made as Paragon needed them), some part of "keeping up with the latest and greatest" (i.e. all the focus on VR including the full editor VR mode and forward rendering only justified by VR), and then the more sporadic focus on "some feature to showcase" which happens at specific timelines (i.e. open world features developed for the Kite Demo for GDC 2015, Vulkan for mobile for the Protostar demo running on a samsung phone at the MWC 2016) after which said features seem to go back to a state of minimal maintenance
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