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SuperGrid - Fast Level Prototyping
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Luftbauch repliedVery nice and smart update.
You asked about feedback and ratings.
The feedbackthing i could do here.
Yes i like it, how you handle your project/update.
When you add more content, it is always good for your happy customers.
With your Lobby and the feedbackhints you get more feedback and i bet more sells.
Always good too have a smart presidente!
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CURTROCK repliedHello zeOrb! Supergrid has really changed & simplified the way i build rooms/levels/spaces in UE4. Its fantastic. Have you ever given any thought to releasing a pack that could apply the same ease of use of Supergrid, to the issue of 3D text in UE4. I know most people create their 3D text for menus and HUD's in other programs and then import them into UE4. I would love to see something on the Marketplace that could provide a collection of EASY to use/scale 3D text fonts, with cool materials, so i wouldn't have to make/import it from other programs. The reason i mention this here, is that you made working with GRIDS so easy & fun, i was wondering if you could apply some of that magic to 3D text, in UE4?
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zeOrb repliedOriginally posted by Luftbauch View PostTy for your kind words El Presidente,
I am total sucked into these materials like a cottonwool ball into a tornado.
I made a window segment with blender (no "overlapping" when you see it from outside), for wall-BP-window and it works nice, but can you tell me please how to align them centered onto these small bars?
Is there a magic option inside the blueprint, before i try to rearrange all origins?
[ATTACH=CONFIG]39941[/ATTACH]
You picked the wrong section of this mesh - you should use "first row" of polygons ie bun instead of "second row"(mayonnaise)
I've attached correct version for you to look at!Attached Files
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Luftbauch repliedTy for your kind words El Presidente,
I am total sucked into these materials like a cottonwool ball into a tornado.
I made a window segment with blender (no "overlapping" when you see it from outside), for wall-BP-window and it works nice, but can you tell me please how to align them centered onto these small bars?
Is there a magic option inside the blueprint, before i try to rearrange all origins?
Attached Files
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zeOrb repliedOriginally posted by Luftbauch View PostHi El Presidente,
some weirdoquestions ahead, from an amateur.
About M_Utility_Demo_Float: When i drag SG_Cone in map and Apply M_Utility_Demo_Float, the cone is floating.
When i drag (for example) SG_Box / SG_Hex (Mesh) into map and apply same material, it start only to float, after uniform scale +/- for me.
Indeed, there is a problem in the way how floating is calculated and it will be fixed in 1.0.2
I've been using Frac that outputs decimal part of Object position / 0.2 from Divide node to set random max height of floating. So, if you use snapping for object movement then your Object position is an integer that does not have decimal part from dividing by 0.2 and you had to move/scale/rotate object a little bit to get it working. To fix it - simply change 0.2 from Divide node to 0.164231 or any similar value!
Originally posted by Luftbauch View PostWhen i stand up on a floating cube with same material, i get black flickering onto mat/text, player position is not updatet, along the collisionbox (not floating). Texturediving.
Originally posted by Luftbauch View PostAbout Material editing T_Basic_Grid: I tried to archieve some pipeflow effect with the SG_Meshes, and when i swap the textures with red dots it flows in one axis direction. When i apply green dots, it follows another axis, along mesh.
[ATTACH=CONFIG]39932[/ATTACH]
Your Holomaterial and the seperation of the colors, to accomplish the movement is so nice and easy editable.
Is it right, to control the aligment of textureshifting, inside the material editor"M_SuperGrid_Holo***, "Generate UV for small and big grids"-"PatternX"-"PatternY"?
I do not really understand, how this channelsplitting works, tried many seamless patterns, looking good, but never like expected.
These panners are doing all the job and you could change speed for X/Y in their settings. As you can see - it's impossible to access this values directly, so I will recreate panner node with ability to use texture masks to move stuff.
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zeOrb repliedOriginally posted by qdelpeche View PostCan't be worse than my ex-wife ... I'll take my chances.
Long live zePresident ... 8-}
I actually have a whole game idea that is going to use this entire set and I might only change the textures ... see how it pans out once I get the kit.
Can't wait to see! ^o^
Originally posted by labidus View PostI see 4.7/4.8 now, I install 4.7 on a folder, COPY/PASTE the SuperGrid folder from Content to UnrealTournament Content folder? I still got the same error, I bet they are something I need to do differently?
Thanks!
I think you will get notification to update SuperGrid in Launcher whenever it goes live.
It's 5 am in Raleigh so we have to wait a little bit more
Originally posted by Luftbauch View PostJust bought it, because i like your work. Needed moving textures (some pipeflow), great ressource to learn from
Very personal way to build collisionboxes for some objects.
Edit: Really great stuff. Your Holomaterials are very cool and good commented.
Happy Buyer
Thanks, I'm glad you liked it!
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Luftbauch repliedHi El Presidente,
some weirdoquestions ahead, from an amateur.
About M_Utility_Demo_Float: When i drag SG_Cone in map and Apply M_Utility_Demo_Float, the cone is floating.
When i drag (for example) SG_Box / SG_Hex (Mesh) into map and apply same material, it start only to float, after uniform scale +/- for me.
When i stand up on a floating cube with same material, i get black flickering onto mat/text, player position is not updatet, along the collisionbox (not floating). Texturediving.
About Material editing T_Basic_Grid: I tried to archieve some pipeflow effect with the SG_Meshes, and when i swap the textures with red dots it flows in one axis direction. When i apply green dots, it follows another axis, along mesh.
Is it right, to control the aligment of textureshifting, inside the material editor"M_SuperGrid_Holo***, "Generate UV for small and big grids"-"PatternX"-"PatternY"?
I do not really understand, how this channelsplitting works, tried many seamless patterns, looking good, but never like expected.
Greetings
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Luftbauch repliedJust bought it, because i like your work. Needed moving textures (some pipeflow), great ressource to learn from
Very personal way to build collisionboxes for some objects.
Edit: Really great stuff. Your Holomaterials are very cool and good commented.
Your Holomaterial and the seperation of the colors, to accomplish the movement is so nice and easy editable.
Happy BuyerLast edited by Luftbauch; 05-17-2015, 08:34 AM.
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qdelpeche repliedOriginally posted by zeOrb View Post
I hope you won't change your mind after purchase!
What if zePresident is evil overlord... and forcing people to leave nice feedback on pain of destruction... There is only way to find out!
Actually, why not!
Fear zePresident in 1.1
Long live zePresident ... 8-}
I actually have a whole game idea that is going to use this entire set and I might only change the textures ... see how it pans out once I get the kit.
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zeOrb repliedOriginally posted by sebas View PostHey impatient question is the UT bug already fixed? I just can't wait to frag in my map! THX
I think it delayed until monday =/
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sebas repliedHey impatient question is the UT bug already fixed? I just can't wait to frag in my map! THX
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