Announcement

Collapse
No announcement yet.

SuperGrid - Fast Level Prototyping

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Originally posted by Hevedy View Post
    This work with the static light (Lightmass) or at scale the models with different x,y,z scales the lightmap breaks ?
    Hey Hev!
    Nah, nothing like that, but you have to take into account that with high scale value you have to scale up Lightmap resolution and etc
    With distance fields there is a bug with non-uniform scaling which smash SuperGrid pretty hard:
    Non-uniform scaling cannot be handled correctly (mirroring is ok). However, squishing by 2x or less is generally not noticeable.
    Just some general stuff that relevant to SuperGrid especially.

    Leave a comment:


  • replied
    This work with the static light (Lightmass) or at scale the models with different x,y,z scales the lightmap breaks ?

    Leave a comment:


  • replied
    Originally posted by DavidBN View Post
    Just purchased and look forward to trying. But I'm having trouble adding SuperGrid to an existing 4.8 project.

    In the Epic Launcher, under my Vault, SuperGrid gives me the option to 'Add to project.' Clicking on this takes me to Choose Project Name and Location - to create a new project. I see none of the 4.6 - 4.8 project thumbs that exist in My Projects. I have 4.7.6 and 4.8 Preview two installed.
    Hello David,
    Yeah, there is an issue with Launcher, check out Marketplace FAQ, last paragraph


    Originally posted by thelONE View Post
    Fantastic work zeOrb! I really really love your job, and hope you can keep going and make it even better!
    I have a question: Most tutorials I watched about level editing in Unreal Editor were brush-based, create brushes and perform additive/subtractive operations on them.
    And your method is different, it's staticmesh-based, it's easier to use and I love it.
    What do you think about your method comparing to the traditional brush-based method? Is it only intended to be used as prototyping or it can also work well in real production?
    Thanks thelONE!
    Well, brush-based method is viable only for prototyping and it's recommended by Epic not to use this in final shipping of your product.
    As for SuperGrid, it's could be used in real production, but there are some caveats I want to cover later in a guide. Basically it will explain how to get the most from assets with high. res. Lightmap and Distance Fields.

    Originally posted by Speiderful View Post
    Gonna buy this, hope it helps me with level design :-)
    Good luck Speiderful!

    Leave a comment:


  • replied
    Gonna buy this, hope it helps me with level design :-)

    Leave a comment:


  • replied
    Originally posted by DavidBN View Post
    Just purchased and look forward to trying. But I'm having trouble adding SuperGrid to an existing 4.8 project.

    In the Epic Launcher, under my Vault, SuperGrid gives me the option to 'Add to project.' Clicking on this takes me to Choose Project Name and Location - to create a new project. I see none of the 4.6 - 4.8 project thumbs that exist in My Projects. I have 4.7.6 and 4.8 Preview two installed.
    I had this issue as well, i just opened the super grid as its own project and then migrate the entire folder into the project i desired. I am not sure why it cannot be added to existing projects from the start screen probably will be fixed soon.

    Leave a comment:


  • replied
    Fantastic work zeOrb! I really really love your job, and hope you can keep going and make it even better!
    I have a question: Most tutorials I watched about level editing in Unreal Editor were brush-based, create brushes and perform additive/subtractive operations on them.
    And your method is different, it's staticmesh-based, it's easier to use and I love it.
    What do you think about your method comparing to the traditional brush-based method? Is it only intended to be used as prototyping or it can also work well in real production?

    Leave a comment:


  • replied
    Just purchased and look forward to trying. But I'm having trouble adding SuperGrid to an existing 4.8 project.

    In the Epic Launcher, under my Vault, SuperGrid gives me the option to 'Add to project.' Clicking on this takes me to Choose Project Name and Location - to create a new project. I see none of the 4.6 - 4.8 project thumbs that exist in My Projects. I have 4.7.6 and 4.8 Preview two installed.

    Leave a comment:


  • replied
    Originally posted by labidus View Post
    looks good, hope to see the new update soon, so it work in UT
    All tested, should be good!
    Also, feel free to send me a link to your WiP map/project if it exist somewhere, I'm interested in what you guys doing 8)

    Originally posted by sebas View Post
    Loving it!! However i need it to work for UT4 level design! Any idea how i can get all the content in my ut project? THx
    Hey Sebas, later today will be hotfix adding compatibility with UT4 editor. After that you could simply migrate SuperGrid assets like any other content.
    Migrate to this path [X:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Content]

    Originally posted by RynerAJ View Post
    Will purchase this on weekend

    Hope to see more texture theme in coming release, I'm seeing this as not only limited to level prototyping but an actual level designer for me.
    Some new stuff is coming, but this update is mostly hotfix + laying the groundwork for new stuff in major update.
    If you have any ideas how to improve it - don't hesitate to share them
    Cheers!


    Originally posted by qdelpeche View Post
    zeOrb for zePresident ... good job man. I am waiting for my next batch of money to come in to the budget and this is being purchased. 8-}

    Very good job and your feedback on this thread just shows you what a good job you did. ^5

    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

    Leave a comment:


  • replied
    Loving it!! However i need it to work for UT4 level design! Any idea how i can get all the content in my ut project? THx

    Leave a comment:


  • replied
    zeOrb for zePresident ... good job man. I am waiting for my next batch of money to come in to the budget and this is being purchased. 8-}

    Very good job and your feedback on this thread just shows you what a good job you did. ^5

    Leave a comment:


  • replied
    Originally posted by zeOrb View Post
    Huuuuge thanks, folks, you're too nice to me! *o*


    How do you feel about such approach? Is it fun to watch how lobby may grow and change or it is cumbersome and I'm better stick to the ordinary releases?
    This is another nice idea
    Last edited by barsam2a; 05-15-2015, 12:46 AM.

    Leave a comment:


  • replied
    Will purchase this on weekend

    Hope to see more texture theme in coming release, I'm seeing this as not only limited to level prototyping but an actual level designer for me.

    Leave a comment:


  • replied
    looks good, hope to see the new update soon, so it work in UT

    Leave a comment:


  • replied
    Changelog for SuperGrid 1.0.1

    Bugfixes
    • Fixed an issue with distorted UV for "SuperGrid_Stairs" static mesh
    • Fixed a bug that could result in distortions for "SuperGrid_Box" static mesh
    • Fixed incompatibility with current Unreal Tournament Editor


    Content
    • New "SuperGrid_Box_HighRes" for extreme scaling over 500m without collision artifacts.
    • New Material node "UV_CustomTexture". Simple plug'n'play node for user textures - just connect with UV input of any texture.
    • New Texture set "Metal Bars" that demonstrates UV_CustomTexture node.
    • New WiP part of demo level - Lobby
    Last edited by zeOrb; 05-18-2015, 12:26 PM.

    Leave a comment:


  • replied
    Huuuuge thanks, folks, you're too nice to me! *o*

    If you're enjoyed demo level, then you will like first update I guess!
    As you know, I'll release new packs at some point, so I decide to build "Lobby" that will exist in all packs and will contain news, updates info, previews of new stuff and so on.
    In hotfix I've decide to experiment a little bit and added a WiP version of lobby so you could take a look at new stuff.

    How do you feel about such approach? Is it fun to watch how lobby may grow and change or it is cumbersome and I'm better stick to the ordinary releases?

    Leave a comment:

Working...
X