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❀ DoN's Dynamic Mesh Effects ❀

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  • replied
    Originally posted by MissKraya View Post
    Hey, I'm going on holliday until next week and the studio closed up today before I got a chance to cook a new package for the PS4 however in M_DilatePositionsTexture's custom node you need to change the variable "sample" to "s" or something else as "sample" is a reserved keyword on the PS4 shader compiler. Not sure if this is the only issue with the plugin and will keep this thread updated with my progress.
    Thanks a lot for the information and update, appreciate it!

    Leave a comment:


  • replied
    Hey, I'm going on holliday until next week and the studio closed up today before I got a chance to cook a new package for the PS4 however in M_DilatePositionsTexture's custom node you need to change the variable "sample" to "s" or something else as "sample" is a reserved keyword on the PS4 shader compiler. Not sure if this is the only issue with the plugin and will keep this thread updated with my progress.

    Leave a comment:


  • replied
    Thanks for the quick reply!

    Originally posted by VSZ View Post

    There should be no issues as afar as I can tell, however I do not have a PS4 kit to test this myself. That is the reason this platform isn't listed as being officially supported.
    I have purchased the plugin and I am in the process of getting it to run on PS4, I'll update you with the results

    Leave a comment:


  • replied
    Originally posted by MissKraya View Post
    Any plans to support seamless decal projection using UV1? I'm looking for a system that will allow me to paint a level in blood, scorch marks etc and have it be persistant. Hoping this asset can help however the level creation tools we are using doesnt give us direct control over the UV map as it's emulating old school brush based tools.
    I'm unaware of how to implement seamless decal projection. If someone can share any information or hints on this I may be able to take it up at some point. Currently this is looking unlikely.

    Persistence is definitely possible, you will be able to save any and all effects you create with this plugin.

    If you do not have control over UV Map creation it is necessary that your creation tools have created UV0 without any overlapping faces. If that condition is fulfilled you will be able to use the Don Mesh Paint UV0 nodes without issues (seamless decals still won't be possible as you noted though).


    Originally posted by MissKraya View Post
    Also the supported platforms are listed as Windows and Linux. Do you know of any reason why this should not work on PS4 or have you just not had a chance to test it?
    There should be no issues as afar as I can tell, however I do not have a PS4 kit to test this myself. That is the reason this platform isn't listed as being officially supported.

    Appreciate your interest in the plugin!

    Leave a comment:


  • replied
    Originally posted by thelazylion View Post

    Sorry about the long *** delay, Figured I'd post some of the older demonstration results here for you. Great work on this plugin.

    Video's demonstrating some exaggerated high caliber rounds to show off the effect to a fuller extent.
    Again, thanks for the help earlier.
    Thanks for sharing your work @thelazylion, appreciate it!

    Leave a comment:


  • replied
    Originally posted by Kris View Post
    If anyone else has issues with the AttachParent/AttachChildren pairing being wrong, got a fix.
    Same area as the one mentioned above actually

     
    Spoiler


    With Mesh as a template object in the NewObject() call, Mesh's AttachChildren array is copied.
    Various UE4 functions to exactly the same thing, but use a private struct that is friendly to the USceneComponent class to manually clear the AttachChildren after the fact.
    Since we can't do that here, did the above instead.

    No idea if it has any affect on the code that follows :|

    VSZ Hope you're ok with me sharing the fix here. If not, let me know.
    Thank you so much for sharing this, sorry for the late reply

    Will look into integrating this for the next update after taking a closer look.

    Thank you

    Leave a comment:


  • replied
    Also the supported platforms are listed as Windows and Linux. Do you know of any reason why this should not work on PS4 or have you just not had a chance to test it?

    Leave a comment:


  • replied
    Any plans to support seamless decal projection using UV1? I'm looking for a system that will allow me to paint a level in blood, scorch marks etc and have it be persistant. Hoping this asset can help however the level creation tools we are using doesnt give us direct control over the UV map as it's emulating old school brush based tools.

    Leave a comment:


  • replied
    Originally posted by VSZ View Post

    Thanks for confirming thelazylion!

    Yep the UV placement is important indeed....
    Sorry about the long *** delay, Figured I'd post some of the older demonstration results here for you. Great work on this plugin.

    Warning, NSFW(violence)

    Video's demonstrating some exaggerated high caliber rounds to show off the effect to a fuller extent.
    Again, thanks for the help earlier.

    Leave a comment:


  • replied
    If anyone else has issues with the AttachParent/AttachChildren pairing being wrong, got a fix.
    Same area as the one mentioned above actually

     
    Spoiler


    With Mesh as a template object in the NewObject() call, Mesh's AttachChildren array is copied.
    Various UE4 functions to exactly the same thing, but use a private struct that is friendly to the USceneComponent class to manually clear the AttachChildren after the fact.
    Since we can't do that here, did the above instead.

    No idea if it has any affect on the code that follows :|

    VSZ Hope you're ok with me sharing the fix here. If not, let me know.

    Leave a comment:


  • replied
    VSZ is it possible to make a feature request for a future update?

    I've noticed while playing around that when using a decal for the brush stroke node, the decal is used visually, but has no effect on the tagging functionality of the stroke. The tag instead appears to take the shape of the default brush stroke, a circle. (Unless I'm doing something wrong, which is certainly a possibility)

    Is there any way to add a feature to optionally make the tagged area conform to the shape of the decal for more precise applications?

    Leave a comment:


  • replied
    VSZ Ahh I see, that's all right.

    I'll start working on other parts of my concept like the visuals and actual paint application first then and worry about the tagging and gameplay driving later (Unless I attempt the implementation, though that's kinda unlikely to be honest, haha).

    Thank you very much!

    Leave a comment:


  • replied
    Thanks NFinET, greatly appreciate your patience.

    Yes I did mean 4.23 to be clear

    Leave a comment:


  • replied
    I see VSZ, thank you for the response!

    I'm not really much of a coder aside from using blueprints at the moment, so for now I'll see if I can wait for the next engine and/or plugin release.
    I assume you mean the next release in general and not 4.23? (Unless it ends up being 4.23 anyway I suppose)

    It wouldn't hurt to have it sooner but I'd be willing to wait for either of the above cases. Although unlikely I'll consider maybe looking into that and seeing if I can handle it or ask for help on it, but as I said for now I'm willing to wait.

    Thank you very much for the plugin, the response, and the offer to help if I try to implement that myself! Much appreciated!

    Leave a comment:


  • replied
    Hi NFinET,

    Thanks for your well written query, appreciate the effort.

    Erase functionality currently does not support erasure of any collision data. Erasure was added in a recent release in response to a user request for simple paint erase functionality.

    However, this functionality should be reasonably easy to build out with some minor code additions. I'm not sure when the next engine release is, but if possible I'd like to wait until that point to add this functionality.

    If you need it sooner and are comfortable with coding you may be able to inspect the logic in UDonMeshPainterComponent::SetupPaintingPrerequisites and simply add some logic which checks whether Stroke.bEraseMode is true and if so, remove the stroke instead of registering it.

    If you need help with implementing that on your own for now, do let me know!

    Leave a comment:

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