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SuperGrid - Fast Level Prototyping

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  • replied
    Originally posted by zeOrb View Post
    Sort of!
    It was a hotfix with some additional stuff, but it was released before your purchase so you downloaded already updated version!
    Here is changelog
    ooh so i already have it, well hope it gets more stuff in the future then i guess

    Leave a comment:


  • replied
    Originally posted by Speiderful View Post
    Wow it has a new version now ?
    Sort of!
    It was a hotfix with some additional stuff, but it was released before your purchase so you downloaded already updated version!
    Here is changelog


    Originally posted by Loucsam View Post
    Took me about 4 attempts to get paths etc right, migration in UE4 is an art.
    Indeed it is!
    I hope it will be easier at some point in future though

    Originally posted by Loucsam View Post
    I got a brick wall texture in, then it looked like my house was about 500 metres high, haha, I changed a scaling factor or some such thing to 0.1 and it looks okay now

    Thanks.

    Cheers,
    Max
    Glad to hear it finally working!

    Leave a comment:


  • replied
    Originally posted by zeOrb View Post
    Hey Max!
    This node is from 1.0.1 version. Just update SuperGrid via launcher and then create new project with updated version. Then right click at SuperGrid folder in Content browser in just created project and Migrate to "Content" folder of project that contains your map.
    Took me about 4 attempts to get paths etc right, migration in UE4 is an art.

    I got a brick wall texture in, then it looked like my house was about 500 metres high, haha, I changed a scaling factor or some such thing to 0.1 and it looks okay now

    Thanks.

    Cheers,
    Max

    Leave a comment:


  • replied
    Wow it has a new version now ?

    Leave a comment:


  • replied
    Originally posted by Loucsam View Post
    Finally got around to trying this.

    However the UV_CustomTexture isn't available when I do step 4 in your instructions:

    "4. Right click on grid and type Sup to highlight SuperGrid nodes, then select "UV_CustomTexture" "

    I do see UV_ObjectScaleable, UV_SetupGrid, and UV_World_Scaleable but not the above node.

    Any ideas?

    I am still at UE 4.7.6, and not using the supergrid update/s (haven't worked out how to migrate my map yet)

    Cheers,
    Max
    Hey Max!
    This node is from 1.0.1 version. Just update SuperGrid via launcher and then create new project with updated version. Then right click at SuperGrid folder in Content browser in just created project and Migrate to "Content" folder of project that contains your map.

    Leave a comment:


  • replied
    Originally posted by zeOrb View Post
    Yep, you need to modify material, but it's extremely easy. Just connect "UV_CustomTexture" to the UVs of textures and you're ready to go
    Finally got around to trying this.

    However the UV_CustomTexture isn't available when I do step 4 in your instructions:

    "4. Right click on grid and type Sup to highlight SuperGrid nodes, then select "UV_CustomTexture" "

    I do see UV_ObjectScaleable, UV_SetupGrid, and UV_World_Scaleable but not the above node.

    Any ideas?

    I am still at UE 4.7.6, and not using the supergrid update/s (haven't worked out how to migrate my map yet)

    Cheers,
    Max
    Last edited by Loucsam; 06-06-2015, 05:49 AM.

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  • replied
    Originally posted by zeOrb View Post
    Hey fellas, some new stuff!


    boy, oh boy, this is gonna be fun

    Leave a comment:


  • replied
    Hey fellas, some new stuff!


    Originally posted by Mikand79 View Post
    I imported the pack into GalaxyMan2015's GameWorks combined fork, some materials f.e. SuperGrid/Tutorial/Utility/Materials/M_LightCone (the instances of it) don't compile and show errors around SpeedTree includes. commenting " #include "UniformBuffers/SpeedTreeData.usf" " in SpeedTreeCommon.usf solves it and for as far as I can see speedtree wind still works fine.

    I don't know which component is in error, most probably not this pack, but just if anyones encounters it..

    Great pack btw. That's the only pack so far I deemed buyable and useful.
    Hmm, this is extreeemely weird. Honestly - I don't know what could cause such errors

    Thanks!

    Leave a comment:


  • replied
    I imported the pack into GalaxyMan2015's GameWorks combined fork, some materials f.e. SuperGrid/Tutorial/Utility/Materials/M_LightCone (the instances of it) don't compile and show errors around SpeedTree includes. commenting " #include "UniformBuffers/SpeedTreeData.usf" " in SpeedTreeCommon.usf solves it and for as far as I can see speedtree wind still works fine.

    I don't know which component is in error, most probably not this pack, but just if anyones encounters it..

    Great pack btw. That's the only pack so far I deemed buyable and useful.

    Leave a comment:


  • replied
    Originally posted by zeOrb View Post
    Hey Martin!
    It nice to hear that you liked it. Thanks, I actually think that Silhouette could help with UT map prototyping more than in other usage cases so I probably sync human silhouette with UT human height.


    [...]
    I have special copy of UE4 that I use for developing UT4-friendly build
    Great to hear that

    You're the best

    Leave a comment:


  • replied
    Originally posted by Alaan View Post
    It is darker and doesn't tile exactly when applied to the super grid meshes for some reason. But at least it deforms properly
    in Scale mode. Something I'll have to play with, but thanks for taking time to look at it.
    [ATTACH=CONFIG]41676[/ATTACH]
    Yeah, as far as I remember there are some nodes in final materials that should be tweaked!
    Originally posted by Alaan View Post
    Curved ramps. There exists nothing to facilitate curved ramps. Or, really anything where you have a curved surface that needs to also change elevation.
    Gotcha!
    I will add some walkable curvy ramps into next release.

    Originally posted by benjamin.smith View Post
    AWESOME SAUCE!



    @zeOrb I've replied to your PM in regards to my earlier offer in this thread & hopefully I can find the time within the coming weeks to contribute/collaborate with you on this upcoming release

    P.S. I explain this in more detail in the PM regarding my current schedule.
    Hah, thanks Benjamin!
    Looking forward to it

    Originally posted by barsam2a View Post
    HI ZEORB

    I just wanted to let you know that I've purchased your product after you made the update for the UT-Editor
    AND IT'S JUST AWESOME :-)
    your new Silhouette Feature which is coming looks fantastic too
    Hey Martin!
    It nice to hear that you liked it. Thanks, I actually think that Silhouette could help with UT map prototyping more than in other usage cases so I probably sync human silhouette with UT human height.

    Originally posted by barsam2a View Post
    could you PLEASE make sure that all your new content will work in the UT-Editor too?
    (I'm mainly using that one)
    Sure mate!
    I have special copy of UE4 that I use for developing UT4-friendly build

    Leave a comment:


  • replied
    Originally posted by zeOrb View Post
    Here is a quick video to demonstrate current progress of silhouette feature.
    As always, if you have any suggestions - feel free to post them!



    Thanks Martin, it nice to hear!


    Heh, I'm glad you're not disappointed
    Yeah, I know your pain: doors, windows and etc. I'm going to address this issue after 4.8 release - new BP procedural mesh looks pretty promising!
    HI ZEORB

    I just wanted to let you know that I've purchased your product after you made the update for the UT-Editor
    AND IT'S JUST AWESOME :-)
    your new Silhouette Feature which is coming looks fantastic too
    could you PLEASE make sure that all your new content will work in the UT-Editor too?
    (I'm mainly using that one)
    I'm looking forward to your future Updates

    Kind Regards

    Martin

    Leave a comment:


  • replied
    Curved ramps. There exists nothing to facilitate curved ramps. Or, really anything where you have a curved surface that needs to also change elevation.

    Leave a comment:


  • replied
    Originally posted by zeOrb View Post
    Just a little heads up!
    I was busy building a proper scalable website for supergrid, tutorials, news and future projects, but building a website from ground zero actually takes much more time than I expected =_=
    I decide to release the basic website for now and switch my focus back to real development i.e. new pack and 1.1 update.
    Right now I'm working on benjamin.smith suggestion (silhouette references for generic objects) and prototyping new pack.
    Here is example from Source that Benjamin provided:


    Hiatus has ended and new stuff incoming!
    AWESOME SAUCE!



    Originally posted by zeOrb View Post
    Here is a quick video to demonstrate current progress of silhouette feature.
    As always, if you have any suggestions - feel free to post them!
    @zeOrb I've replied to your PM in regards to my earlier offer in this thread & hopefully I can find the time within the coming weeks to contribute/collaborate with you on this upcoming release

    P.S. I explain this in more detail in the PM regarding my current schedule.

    Originally posted by Luftbauch View Post
    That reminds me of the good old hammer editor, i used the same texture there
    Yeah you are correct (image is from CS:GO Editor) and I actually just grabbed that image off WorldofLevelDesign.com (great website if you don't know about it already).

    Leave a comment:


  • replied
    It is darker and doesn't tile exactly when applied to the super grid meshes for some reason. But at least it deforms properly
    in Scale mode. Something I'll have to play with, but thanks for taking time to look at it.
    Click image for larger version

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