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SuperGrid - Fast Level Prototyping

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    #31
    I need this in my life!
    KITATUS
    "Information shouldn't be behind a paywall, It should be free for all!"

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      #32
      What is the differences about this and my package ? Only the automatic texture scaling ?
      https://forums.unrealengine.com/show...purpleprintkit


      Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
      Hevedy - Image Tools: https://hevedy.itch.io/imagetools

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        #33
        Originally posted by X.E.R.T. View Post
        I already have the grey box kit, has been extremely useful on testing how well game play flows in the level without starting 3d production, this one looks way more advanced hope to get my hands on it soon.
        Originally posted by Schneeder View Post
        Looks pretty handy. If the price is right I'll definitely look at picking it up. The easier it is to block out things the better.
        Originally posted by zoombapup View Post
        Looks cool. I'd buy it.
        Thanks guys!

        Originally posted by benjamin.smith View Post
        I too make use of both of Tom Looman's blockout materials + a combination of some in-house materials for our early stages of pre-viz level layouts but I would be more than happy to support this product and at $10-$15 it is a steal

        I would also like to suggest for inclusion in this pack or a future pack the ability to have scale silhouette references for generic objects like characters, cars, buildings, trees, etc. which can easily be edited + added to by the end-user/developer.

        A basic example of this is from the Source/CS:GO SDK:


        This would be extremely useful to get an idea of scale on multiple levels/scopes e.g. making a large city and seeing how high a car, player, tree, fence, etc. would be off street level before even needing to go in and place either placeholder or final 3D meshes of those assets to gather height references.

        The way I would probably do this is to create a Master Layered Material with hidden masks of all the silhouette objects you wish to include and depending on the scale of the BSP brush you would upscale or downscale + swap out your silhouette masks and in doing so you could make the texture grid wider on the material. You could also layer characters, cars & trees perhaps together e.g. offset the tree to the corner of the mask, while the character is in the centre & tile horizontally.

        NOTE: You would in most cases not want to have the masks tile for things like trees, fences, etc. like it dues with that basic player height reference the Hammer/Source/CS:GO SDK have as a placeholder/blockout texture.
        Hm, I've never thought about it, but sounds really useful. Probably I could use shared sampler for one big texture that contains different 256x256 pictures(tree, people, cars, kittens etc) and some sort of flipbook. So end user can "scroll" through images and choose what he need. Cheap and good! I doubt I implement this in first release, but I definitely want to tackle this in the near future!

        Originally posted by ScrotieFlapWack View Post
        Is this out yet? Is it on trello so I can vote? Really want this, the most important stage of game dev, these tools are perfect for my workflow! Good job man I would defo buy this!
        Thanks! Noy yet, ~1 week away from trello, stay tuned!

        Originally posted by KitatusStudios View Post
        I need this in my life!
        Oh, thanks Kitatus! I'm glad you found this useful :3

        Originally posted by Hevedy View Post
        What is the differences about this and my package ? Only the automatic texture scaling ?
        https://forums.unrealengine.com/show...purpleprintkit
        [pictures]
        Well, there are many differences and I mentioned a lot of them in the first post. You don't have stairs
        SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
        Level design and prototyping for newbies

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          #34
          zeOrb is possible to view a tutorial or something about the auto-uv material (Only the auto-uv)?
          About how manage the axis and the normals because i'm going crazy.
          Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
          Hevedy - Image Tools: https://hevedy.itch.io/imagetools

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            #35
            I am definitely getting it when its ready and on marketplace.

            I also think that epic should buy this stuff for unreal tournament and add to default release.
            This way we could get rid of famous hall of mirror or other funny csg features.

            Now thinking of it if somebody bought it, and added to ut project. That could be quite confusing situation.

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              #36
              Little update


              I'm thinking about making tutorial level into standalone executable mini-introductional-game to add ability to check materials, meshes, pivot points and etc before purchase if you wish so!
              Sneak peek:

              I plan to expand mesh sets, materials and features so it's some sort of foundation for future content as well.
              SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
              Level design and prototyping for newbies

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                #37


                Stairs, everywhere for free xD
                Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
                Hevedy - Image Tools: https://hevedy.itch.io/imagetools

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                  #38
                  This is awesome. Building and iterating on levels as fast as possible is a really good idea to improve quality of the final game.

                  Not sure what all your planned meshes are but I think I have not seen slanted cubes yet which would allow to build slanted pillars/walls without pieces intersecting with others. Like non-curved pieces for your "SuperGrid_RingPiece" and "SuperGrid_RingQuarter" to allow for transitions between perfectly vertical pillars to an angled ones. 45°, 33.75°, 22.5° and 12.25° would probably be good choices.

                  Looking forward to your final product.
                  My Portfolio

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                    #39
                    Originally posted by Hevedy View Post


                    Stairs, everywhere for free xD
                    At some point we could start a STAiRs WARS!

                    Originally posted by dgrieshofer View Post
                    This is awesome. Building and iterating on levels as fast as possible is a really good idea to improve quality of the final game.

                    Not sure what all your planned meshes are but I think I have not seen slanted cubes yet which would allow to build slanted pillars/walls without pieces intersecting with others. Like non-curved pieces for your "SuperGrid_RingPiece" and "SuperGrid_RingQuarter" to allow for transitions between perfectly vertical pillars to an angled ones. 45°, 33.75°, 22.5° and 12.25° would probably be good choices.

                    Looking forward to your final product.
                    Hello dgrieshofer! Thanks!
                    Oh, it totally slipped my mind!
                    I've added some variation: 45°, 35°, 22.5° and 11.25°
                    I've changed your values, because some of them won't align properly with grid, I hope it's not critical! But if it is - tell me and I will try to add additional models
                    SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
                    Level design and prototyping for newbies

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                      #40
                      Originally posted by zeOrb View Post
                      Hello dgrieshofer! Thanks!
                      Oh, it totally slipped my mind!
                      I've added some variation: 45°, 35°, 22.5° and 11.25°
                      I've changed your values, because some of them won't align properly with grid, I hope it's not critical! But if it is - tell me and I will try to add additional models
                      Well that was quick. Sounds good, aligning stuff on the grid is definitely essential.

                      Makes me wonder how well one could build simple architecture just with those basic simples. For door arches we would probably still need the edge pieces. Like take a cube and cut out one quarter of a cylinder.

                      Anyway keep up the good work.
                      Last edited by dgrieshofer; 03-24-2015, 12:58 PM.
                      My Portfolio

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                        #41
                        this looks so cool, good job!
                        | QuinnVR | Portfolio | Twitter |

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                          #42
                          This looks fantastic! Any idea on when you might be releasing this?

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                            #43
                            Nice! Looks like you got a lot of interest in the item already (judging by the # of votes)

                            I probably won't be using this myself, I could get most of this by using object space instead of world space UVs - would just need to make some small adjustments to my existing material I think. However, I think it looks interesting for many users! And has some neat features that mine doesn't

                            Having some utility like player scale or distance measurements etc. would make this a good item to buy when you are greyboxing your game!

                            Good luck!

                            - Tom
                            Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-source template)

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                              #44
                              The things are becoming pretty nice, everything that can help us to prototype levels are really useful - player scale, distance measurements and all these small details make a big difference!

                              I'll buy it when released, do you have an estimative of when will it be released?!

                              Kind Regards!

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                                #45
                                You've got another purchase here when this hits the marketplace.

                                Hopefully you will be starting this process soon, because I can't wait!
                                Tim Hobson | Learning Resources | Epic Games
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