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SuperGrid - Fast Level Prototyping

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  • replied
    Could you add documentation to your top post explaining how to start using the SuperGrid assets in an existing project?

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  • replied
    I also noticed that the box doesn't do so well with mesh distance fields

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  • replied
    I am trying out the wall spline and when i duplicate a key and move it at a 90 degree direction the wall seems to stretch out of the column as the key distances itself

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  • replied
    Hey, people!

    SuperGrid is participating in Cyber Monday sale with 50% off!

    Check it out!


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  • replied
    Originally posted by WeekendWarrior View Post
    hi I get weird glitches on the materials

    [ATTACH=CONFIG]145351[/ATTACH]

    [ATTACH=CONFIG]145352[/ATTACH]
    Hi!

    In 4.16 Epic changed behavior of Power node so you need to either download 4.16 version of SuperGrid or apply a fix I wrote in a previous post

    Thank you,
    Dmitry

    Leave a comment:


  • replied
    hi I get weird glitches on the materials

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  • replied
    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:
    1. Navigate to Content/SuperGrid/StarterPack/Materials/Functions/UV/ and open UV_ObjectScalable file
    2. Add Abs node between TransformVector and Power node as shown there.


    Originally posted by Mantrack View Post
    Is it possible to run this at runtime?
    Yes, it would stretch properly during runtime



    Originally posted by DarkS474 View Post
    Using 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.
    Hello!
    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 properly

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  • replied
    Using Unreal Engine 4.15.1 whenever I migrate the SuperGrid folder to any other project in its Content folder I get two log errors:

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    In this case migrating to a blank blueprint project.

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  • replied
    Is it possible to run this at runtime?
    Last edited by Mantrack; 04-07-2017, 01:16 AM.

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  • replied
    Originally posted by zeOrb View Post
    Hello 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!
    Thanks [MENTION=1445]zeOrb[/MENTION] thats great news!

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  • replied
    Originally posted by DonnieVegas View Post
    Hi, 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!
    Hello 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!

    Leave a comment:


  • replied
    Originally posted by zeOrb View Post
    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!
    Hi, 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!
    Last edited by DonnieVegas; 03-07-2017, 11:09 AM.

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  • replied
    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!

    Leave a comment:


  • replied
    Originally posted by namrats View Post
    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
    Hey Namrats!

    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 walking Instead, 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,
    Dmitry

    Leave a comment:


  • replied
    Originally posted by Neutronux View Post
    Supergrid 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.
    I see, thanks. That's all good to know

    Leave a comment:

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