Nice demo man, congrats.
Got a question the demo is using baked lightmaps ? At scale the meshes you're editing too the scale of the lightmaps with BP or manual each one ?
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SuperGrid - Fast Level Prototyping
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oofnish repliedHello,
I've been enjoying using Supergrid in my projects -- such a nice time saver, never start a map without it
I thought I'd share a simple room builder blueprint I put together that works well with the supergrid meshes. Not sure if there's a better place to put it, but here it is for anyone who's interested! You're free to use and include it in your projects if you find it useful.
It's pretty simple, but its features are:- Creation of a watertight cuboid room out of supergrid boxes without overlapping geometry
- Scale tools to change dimesions of room in x,y,z
- Specify wall thickness (default is 10 cm)
- Specify floor thickness and ceiling thickness separately
- Selectively turn on or off each of the four walls, ceiling, floor individually
- Selectively create a doorway in each of the four walls individually (North door is enabled by default, can turn it off)
- Door can be positioned anywhere along a wall
- Door width can be specified
- Door height can be specified (door header is removed entirely if door height is >= room height)
- Configuring walls and combining roombuilder actors allows the creation of complex non-cuboid room geometry like halls and rooms with more than four walls.
- Specify lightmap resolution for walls and ceiling/floor separately. (all walls are set at once, and floor/ceiling are set at once)
- Using lightmap resolution settings and thicker walls helps reduce light bleed and lightmap seams.
Using it should just be a matter of extracting the zip into the appropriate content directory of your choice in your project. Note, it expects the supergrid box to be located at Game/Supergrid/Starterpack/Source/Meshes/Supergrid_Box. If yours is in a different place, you may need to adjust the mesh references in the Add Wall Static Mesh blueprint function. There are five static mesh components there for the various lightmap resolutions, you'll want to change all of them. Other meshes could probably be used too, but I haven't tried.
Anyway, hope someone finds it useful, you can find it here:
https://www.dropbox.com/s/jgi38e3md4...ilder.zip?dl=0
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zeOrb repliedOriginally posted by Winterstone View PostMaybe a silly question but....
I'm looking to create a basic sewer system for my game. Just a basic level with custom textures. Is there any reason why i shouldn't just use Supergrid for it?
I see references regarding strictly prototyping, but it seems to me this has come far enough to be usable for more of an actual game. I don't know much about performance cost or anything like that so if there is a reason for that I'd love an brief explanation. Thanks
Shader is not performance-hungry, it just utilizes data you already have in meshes. Of course there is some cost, but I don't think it might be an issue for performance in packaged games, on my machine with gtx760 I'm able to have 60fps in Tutorial level with a lot of particles, post processing and lighting effects on Epic settings.
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Winterstone repliedMaybe a silly question but....
I'm looking to create a basic sewer system for my game. Just a basic level with custom textures. Is there any reason why i shouldn't just use Supergrid for it?
I see references regarding strictly prototyping, but it seems to me this has come far enough to be usable for more of an actual game. I don't know much about performance cost or anything like that so if there is a reason for that I'd love an brief explanation. Thanks
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darkpivot repliedWell, meshes should work fine from the box - tutorial level built with static lighting...
Any details on your setup would help to solve the issue. Is it movable mesh in static lit environment? Have you reimported meshes or did something "unorthodox"?
Edit: okay, I think it has something to do with the box mesh lightmap. i must have screwed something up with it. i tried migrating a new version of the asset in but it doesn't seem to fix it though? seems the lightmaps are working properly on the other meshes.
EDIT 2: Nevermind! I just re-imported the box mesh manually from a new version of the base project. Everything works now. Sorry!Last edited by darkpivot; 05-21-2016, 05:50 PM.
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zeOrb repliedHeeeyy folks, sooo, there is rating system noow... I would be suuuper thankful for some upvotes! If you liked SuperGrid, of course =)
Originally posted by Arikhitech View PostCool tool - will def be buying soon. Just curious whether SuperGrid will work with the Unreal Editor in VR mode? I know the UE4 VR Editor is still in early development but having SuperGrid fully functioning in VR could lead to interesting possibilities.
Originally posted by darkpivot View PostSo I'm using SuperGrid and I'm trying to bake static lighting. However, when I do so everything just turns pitch black after building the lighting. Any help?
Well, meshes should work fine from the box - tutorial level built with static lighting...
Any details on your setup would help to solve the issue. Is it movable mesh in static lit environment? Have you reimported meshes or did something "unorthodox"?
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darkpivot repliedSo I'm using SuperGrid and I'm trying to bake static lighting. However, when I do so everything just turns pitch black after building the lighting. Any help?
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Arikhitech repliedCool tool - will def be buying soon. Just curious whether SuperGrid will work with the Unreal Editor in VR mode? I know the UE4 VR Editor is still in early development but having SuperGrid fully functioning in VR could lead to interesting possibilities.
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Luftbauch repliedHi [MENTION=1445]zeOrb[/MENTION] master
UhOh fancy spline wall tool is still inside Supergrid, but i could not find it.
I get no updatenotification for Supergrid inside the UE4 launcher and when i create a fresh project for SG, then i could not see the fancy splinestuff, for example.
Do i something wrong?
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Luftbauch repliedWeeee *bow* master ^^
All that shiny stuff.
Uhoh thank you very much.
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sylvain_l repliedOriginally posted by zeOrb View PostGotcha folks!
I'll try to release docs on how to create meshes next week. Basically UV shells should be real world size(uv 0-1 space = 1m), should be correctly aligned to direction of scaling and origin point of scaling should match proper corner of UV shell. I'll make it more clear in tutorial
The big problem for me is that I use Blender, and everything is messed up. What's up in the UV editor must be down on the mesh so it get right when imported in UE4. That makes things very counterintuitive for me.(need to mirror and rotate the faces in the UV).
perhaps my default settings need to be adjusted
don't know if it's already reported, there's is a bug with the arches:
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Aumaan Anubis replied[MENTION=1445]zeOrb[/MENTION]
Ah, Ok thanks I see it now!
I was waiting for the update before creating the project, I didn't realize that the update would happen from creating the project. LOL
Thank you! This pack looks amazing!
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