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  • replied
    I almost bought it until I seen it hasn't been upgraded in a while.

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  • replied
    How can I change the fullscreen option of this package to borderless fullscreen?

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  • replied
    Hey teak, no the system does not have that. However it should not be too hard to implement especially after the update to the blendables system of post processes so I can quickly release an update to include that in a couple of days : )

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  • replied
    Does your system have the ability to change the gamme (brightness) of the game? Apologies if I missed it above. Thanks!

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  • replied
    Originally posted by k.alpha View Post
    Oh and I forgot one thing; in the designer tab of the WBP_MainGraphicSettings, you have to add your resolution as a default option(currently there should be 11 default resolution options there if I'm not mistaken) to the "resolution dropdown" as well. Otherwise the option itself wouldn't show up : )
    Brilliant! it works Thanks for your trouble.

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  • replied
    Originally posted by k.alpha View Post
    Sorry I missed your message, should have responded earlier : / Anyway, I'm glad you liked it! I'm confident that after buying it, almost everyone would agree that the price is not high (right?back me up please? : D ); but I can understand that it looks expensive from outside since there's no way of understanding the scope of the content in it without buying it. Oh well...

    To add a resolution :

    -Add the desired resolution to en_Resolution
    -In the WBP_MainGraphicSettings, add the resolution to the resolution dropdown.
    -In the "Resolution Chooser" function inside the WBP_MainGraphicSettings, add a pin to the sequence node and make another line of nodes exactly the same as above; but enter your resolution in the "equal(string)" and "make literal string" nodes.
    -In the "Screen Mode Executer" function inside the WBP_MainGraphicSettings, refresh the "Switch on en_Resolution" node so the resolution you added gets its execution pin there; then copy/paste a line of nodes from above and add your resolution to the "make literal string" node (after r.SetRes, like the ones above).
    -In the "Reset To Defaults" function inside the WBP_MainGraphicSettings, find the "Switch on en_Resolution" node (should be to the upper right), then repeat the above step on that node as well.
    -In the BP_Macro_GraphicsMacros, open up the "Fire Console Commands" macro, find the "Switch on en_Resolution" node again and repeat the above step on that node as well.

    This should be all!



    :O Will update asap, thanks for letting me know!
    Oh and I forgot one thing; in the designer tab of the WBP_MainGraphicSettings, you have to add your resolution as a default option(currently there should be 11 default resolution options there if I'm not mistaken) to the "resolution dropdown" as well. Otherwise the option itself wouldn't show up : )

    Leave a comment:


  • replied
    Aaah alright, that's better for me then I'm happy to see you think so : )

    It's not a variable but an asset of enumeration type; so it's not inside any BP. You can type in "en_Resolution" in the search bar of your content browser to find it. And people should be proud to be a noob! It's the most fun when you're learning something and getting better every day, no?

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  • replied
    Originally posted by k.alpha View Post
    Sorry I missed your message, should have responded earlier : / Anyway, I'm glad you liked it! I'm confident that after buying it, almost everyone would agree that the price is not high (right?back me up please? : D ); but I can understand that it looks expensive from outside since there's no way of understanding the scope of the content in it without buying it. Oh well...

    To add a resolution :

    -Add the desired resolution to en_Resolution
    -In the WBP_MainGraphicSettings, add the resolution to the resolution dropdown.
    -In the "Resolution Chooser" function inside the WBP_MainGraphicSettings, add a pin to the sequence node and make another line of nodes exactly the same as above; but enter your resolution in the "equal(string)" and "make literal string" nodes.
    -In the "Screen Mode Executer" function inside the WBP_MainGraphicSettings, refresh the "Switch on en_Resolution" node so the resolution you added gets its execution pin there; then copy/paste a line of nodes from above and add your resolution to the "make literal string" node (after r.SetRes, like the ones above).
    -In the "Reset To Defaults" function inside the WBP_MainGraphicSettings, find the "Switch on en_Resolution" node (should be to the upper right), then repeat the above step on that node as well.
    -In the BP_Macro_GraphicsMacros, open up the "Fire Console Commands" macro, find the "Switch on en_Resolution" node again and repeat the above step on that node as well.

    This should be all!



    :O Will update asap, thanks for letting me know!
    Thanks for the reply! Hate to be a noob, but where do I find en_Resolution? I take it it's a variable enumerate that I should change, but where? Oh and I meant expAnsive, as in, it's quite robust and thorough. I agree with you that people need to see how much work has gone in so that they know why it's priced like that, might get you more sales..
    Last edited by hfbvisuals; 08-03-2015, 06:41 AM.

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  • replied
    Originally posted by hfbvisuals View Post
    Hello

    First of all, great work on the blueprint, it's quite expansive indeed. Seeing how much work has gone in, I think the price is quite competitive!

    Just a question, how would I go about adding a resolution? Seems 1920x1200 is missing, which as far as I know is the most used resolution among pc gamers...
    Sorry I missed your message, should have responded earlier : / Anyway, I'm glad you liked it! I'm confident that after buying it, almost everyone would agree that the price is not high (right?back me up please? : D ); but I can understand that it looks expensive from outside since there's no way of understanding the scope of the content in it without buying it. Oh well...

    To add a resolution :

    -Add the desired resolution to en_Resolution
    -In the WBP_MainGraphicSettings, add the resolution to the resolution dropdown.
    -In the "Resolution Chooser" function inside the WBP_MainGraphicSettings, add a pin to the sequence node and make another line of nodes exactly the same as above; but enter your resolution in the "equal(string)" and "make literal string" nodes.
    -In the "Screen Mode Executer" function inside the WBP_MainGraphicSettings, refresh the "Switch on en_Resolution" node so the resolution you added gets its execution pin there; then copy/paste a line of nodes from above and add your resolution to the "make literal string" node (after r.SetRes, like the ones above).
    -In the "Reset To Defaults" function inside the WBP_MainGraphicSettings, find the "Switch on en_Resolution" node (should be to the upper right), then repeat the above step on that node as well.
    -In the BP_Macro_GraphicsMacros, open up the "Fire Console Commands" macro, find the "Switch on en_Resolution" node again and repeat the above step on that node as well.

    This should be all!

    Typo in the resolution settings. In FireConsoleCommand. r.SetRes 1280x768 litteral string repeats twice.
    You need to fix the first one to be 1280x720
    :O Will update asap, thanks for letting me know!

    Leave a comment:


  • replied
    Typo in the resolution settings. In FireConsoleCommand. r.SetRes 1280x768 litteral string repeats twice.
    You need to fix the first one to be 1280x720

    Leave a comment:


  • replied
    Hello

    First of all, great work on the blueprint, it's quite expansive indeed. Seeing how much work has gone in, I think the price is quite competitive!

    Just a question, how would I go about adding a resolution? Seems 1920x1200 is missing, which as far as I know is the most used resolution among pc gamers...
    Last edited by hfbvisuals; 07-31-2015, 08:08 AM.

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  • replied
    Hey, have you made sure that you set all the "usable options" bools to true in the BP_GraphicsMain after placing it in your level? By default they are all set to false when dropped in your level, that's the first possible issue I can think of.

    Edit : Ah I'm glad : ) Let me know if you have any feedbacks !
    Last edited by k.alpha; 05-03-2015, 09:10 AM.

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  • replied
    @k.alpha - I followed your tutorial to implement the system in my project ... but I am not getting the drop down lists displayed at all. Have I missed something?

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    So I am not sure what is happening?

    Edit: Never mind, I figured it out. Thanks. 8-}
    Last edited by qdelpeche; 05-03-2015, 08:58 AM.

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  • replied
    Ah good point, I'll definitely keep that in mind !

    And camere shakes aren't that bad hehe, but I have to agree they are tedious when they're exaggerated too much, which is the case lately in games using them.

    Anyway, when I am developing VR functionality for my own project I'd be glad to share my experiences or even build a very cheap submission from it : )

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  • replied
    Ah, ok.. so more of an "advanced settings" then. Gotcha.

    One thing to note though about player height, is that it is controlled by the position of the camera. For the immersion effect, you don't want to change the actual height (Z-offset) of the camera, since, for example, if my character is a dwarf character, but IRL I am 8' tall, if I look down, I'll see, next to my knees, the neck/body/etc of my character.. In the Oculus runtime desk demo, they have a seated/standing button which is actually VERY accurate; I wish I knew how they did that. I think it's a "scene scaling" thing, but I am not sure.

    As far as camera shake, I'm not a fan of shaking cameras in any game, so it won't be in mine

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