This is a beautiful add-on to UE4. I downloaded the demo.... and bought it less than 5 minutes after. It's that good =P
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SuperGrid - Fast Level Prototyping
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what about just deleting faces? rather then subtracting, that would speed it up for me, when I am crating a static mesh it also crates duplicate faces
I cant do a video but, it's not a Big deal
but in a but shell it dose not make a static mesh al all,
Also when I am crating static meshes the new mesh dose not line up with the grid, it moves the origin to a different place witch changes the location off the line of the grid
Last edited by WeekendWarrior; 01-15-2017, 04:55 AM.
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Originally posted by WeekendWarrior View Postwhat about just deleting faces? rather then subtracting, that would speed it up for me, when I am crating a static mesh it also crates duplicate faces
Originally posted by WeekendWarrior View PostI cant do a video but, it's not a Big deal
but in a but shell it dose not make a static mesh al all
Originally posted by WeekendWarrior View PostAlso when I am crating static meshes the new mesh dose not line up with the grid, it moves the origin to a different place witch changes the location off the line of the grid
Thanks,
Dmitry.SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
Level design and prototyping for newbies
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Question! I'm pretty new at UE4 still, and love SuperGrid, but I'm curious about something...
With a SuperGrid material applied to the SuperGrid mesh, you can scale the mesh, and it doesn't look stretched out - that's the whole point, right? lol.
But... is there a limit to how much you should stretch it (within reason, of course)? Will stretching it excessively negatively affect anything, like lighting, once you start adding in more detail to the map? In other words, in terms of SuperGrid, is it perfectly okay to use stretched meshes for my level geometry, or should I be using more modular pieces?
Since SuperGrid materials look fine when they are scaled, I'm guessing it doesnt matter, and there doesn't seem to be a major difference... But I could be wrong =P
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Originally posted by namrats View PostWill stretching it excessively negatively affect anything, like lighting, once you start adding in more detail to the map?
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Originally posted by Neutronux View PostSupergrid material function just prevents the streching of your texture but it doesn't do anything with the UVs from the lightmap. If you think lightning gets worse on a big mesh then just open your static mesh and change the value for the lightmap resolution like you would do with any other mesh as well.
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Originally posted by namrats View PostQuestion! I'm pretty new at UE4 still, and love SuperGrid, but I'm curious about something...
With a SuperGrid material applied to the SuperGrid mesh, you can scale the mesh, and it doesn't look stretched out - that's the whole point, right? lol.
But... is there a limit to how much you should stretch it (within reason, of course)? Will stretching it excessively negatively affect anything, like lighting, once you start adding in more detail to the map? In other words, in terms of SuperGrid, is it perfectly okay to use stretched meshes for my level geometry, or should I be using more modular pieces?
Since SuperGrid materials look fine when they are scaled, I'm guessing it doesnt matter, and there doesn't seem to be a major difference... But I could be wrong =P
There are certain limits, but I rarely see someone hit them
For example, if you want to create reeeeeally huge box like 1km wide then you can't use SuperGrid_Box due to UE4 collision calculation - hidden collision box won't be scaled correctly and you will wobble around instead of walkingInstead, you should use SuperGrid_Box_HighRes which has more complicated collision that will scale properly beyond 1km size.
As a rule of thumb - yes, if it does looks good and you don't wobble then you should be safe!
As for lighting, [MENTION=42739]Neutronux[/MENTION] is correct and size should be manually overwritten per mesh if it does not look good. Bigger mesh means higher resolution(You can look at Starting level if you're not sure about LightmapRes numbers). I've tried to automate this, but sadly BP don't have access to LightmapRes data
Thanks,
DmitrySuperGrid: Marketplace Page | Feedback Thread | Demo | Website
Level design and prototyping for newbies
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Hey guys!
Just a little heads up - a new Tonemapper was introduced in 4.15 version and a lot of old materials might look not right. I will update everything to match proper colors next week(hopefully).
Thanks!SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
Level design and prototyping for newbies
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Originally posted by zeOrb View PostHey guys!
Just a little heads up - a new Tonemapper was introduced in 4.15 version and a lot of old materials might look not right. I will update everything to match proper colors next week(hopefully).
Thanks!Last edited by DonnieVegas; 03-07-2017, 11:09 AM.
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Originally posted by DonnieVegas View PostHi, i just wanted to know if this now works fine with version 4.15 of the editor? Also if you've updated the SuperGrid pack, how do we get the update? Sorry for the noob questions lol. Cant wait to start using it!
Yep, I've updated for 4.15, should work fine!
You will get it new version automatically if you've just purchased the product and create a 4.15 project. Marketplace stores different versions of product for different versions of the engine so there should no problems at all
Have fun!SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
Level design and prototyping for newbies
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Originally posted by zeOrb View PostHello there!
Yep, I've updated for 4.15, should work fine!
You will get it new version automatically if you've just purchased the product and create a 4.15 project. Marketplace stores different versions of product for different versions of the engine so there should no problems at all
Have fun!
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Hey guys, there is an issue with 4.16 version since Power node logic was changed.
It will be fixed as soon as update will hit the Marketplace, as for now(Or if you just want to update your project) do the following:
- Navigate to Content/SuperGrid/StarterPack/Materials/Functions/UV/ and open UV_ObjectScalable file
- Add Abs node between TransformVector and Power node as shown there.
Originally posted by Mantrack View PostIs it possible to run this at runtime?
Originally posted by DarkS474 View PostUsing Unreal Engine 4.15.1 whenever I migrate the SuperGrid folder to any other project in its Content folder I get two log errors:
In this case migrating to a blank blueprint project.
Sorry for late reply, have not noticed this post.
Is it still an issue? I've tried migrating whole folder in 4.16 and it's working properlySuperGrid: Marketplace Page | Feedback Thread | Demo | Website
Level design and prototyping for newbies
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