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First draft of new tech specs -- community input wanted!

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    First draft of new tech specs -- community input wanted!

    Hi all! There was a thread recently raising concerns about the lack of explicit technical specifications on some newly-released content that led to unhappy buyers. To combat this, we're updating the technical specifications we require from submitters, and we're going to be more strict about collecting and updating it. This will make it easier to understand exactly what you're buying when you're browsing the Marketplace.

    Below is our first draft of what information we'll require from submitters. This list is subject to change based on community input. The list starts off with general guidelines that applies to most asset types, and then I have different sections for specific additional information depending on what type of asset is being submitted (character, environment, Blueprint, audio, etc). We'd like to get the community's input on this from both a submitter's perspective and a buyer's perspective to find what's reasonable. The balance I'd like to strike is requesting enough information from the submitter that it isn't a huge burden, while still being enough information for a buyer to have a clear idea of what they're getting.

    As a side note, I'm working with the Epic team to find a way to script\automate the collection of as much of this information as possible within the editor to make it easier to gather. I want to make this as easy for submitters as possible.

    So here's the list so far. Questions, comments, concerns, additions, subtractions, let's hear from you!

    ===

    General guidelines:

    PBR: Yes/No
    Texture Size (please list textures for each resolution):
    Collision: Yes/No
    Number of In-Engine Vertices:
    LODs:
    Number of Meshes:
    Number of Materials:
    Number of Textures:

    Compatibility:
    Source Provided: Yes/No

    ===
    Environments
    ===
    Technical Detail
    When delivering your asset pack, please provide the following technical details what will be displayed on your asset pack’s store page.

    Number of Assets:
    Average vertex count:
    Texture Resolutions:
    Number of Materials:
    Number of modular pieces:

    ===
    Characters & Animations
    ===
    Technical Detail
    When delivering your asset pack, please provide the following technical details what will be displayed on your asset pack’s store page.

    Rigged: Yes/No
    Rigged to Epic skeleton: Yes/No
    Animated: Yes/No
    Number of characters:
    Vertex counts of characters:
    Texture Resolutions:
    Number of Animations:
    Animation types (Root Motion/In-place):

    ===
    Weapons & Props
    ===
    Technical Detail
    When delivering your asset pack, please provide the following technical details what will be displayed on your asset pack’s store page.

    Number of Assets
    Average vertex count
    Texture Resolutions
    Number of Materials

    ===
    Materials & FX
    ===
    Technical Detail
    When delivering your asset pack, please provide the following technical details what will be displayed on your asset pack’s store page.

    Number of Materials:
    Do Materials derive from a Master Material with instances as variation?
    Modular: Yes/No
    Number of Textures:
    Texture Resolution (complete list):

    FX:
    List of every effect:
    CPU, GPU, and\or mesh emitters?
    Number of Effects:
    Number of custom materials/textures:
    Number of Materials:
    Number of Blueprints:
    Number of Meshes:

    ===
    2D Assets
    ===
    Technical Detail
    When delivering your asset pack, please provide the following technical details what will be displayed on your asset pack’s store page.

    Number of Sprites:
    Number of Textures:
    List of Animations:
    List of Materials/Material Instances:
    List of Blueprints:

    ===
    Blueprints
    ===
    Technical Detail
    When delivering your asset pack, please provide the following technical details what will be displayed on your asset pack’s store page.

    Number of Blueprints:
    List of Features (Please include a full, comprehensive list of the features of your Blueprint):

    Video Link (Please include a 60-90 second video highlighting the features of your submission):

    ===
    Audio
    ===
    Technical Detail
    When delivering your asset pack, please provide the following technical details what will be displayed on your asset pack’s store page.

    Number of Audio tracks:
    Number of Audio Cues:
    Sample rate \ bit rate: (i.e. 44.1 kHz, 16bit Stereo WAVs)
    List of included tracks:
    Does music\audio loop: Yes/No
    How many sound FX:
    How many minutes of audio provided:
    -jon [ web: www.jonjones.com | twitter: @jonjones ]

    #2
    I think they are awesome They all make a lot of sense and I can imagine that the quality of the marketplace will increase a lot with having all these information available for each pack.
    Easy to use UMG Mini Map on the UE4 Marketplace.
    Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

    Comment


      #3
      What if environment pack contains particles systems, sound fx, different utility materials that accompany whole pack - should I include this data as well, or only what's whole pack about?
      SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
      Level design and prototyping for newbies

      Comment


        #4
        Thanks John, I appreciate that!

        zeOrb, if that's included and it's intended for use, definitely! The goal of the technical specifications page is to basically see a 'bill of goods' of what's contained in the pack so buyers can make informed decisions with as little guesswork as possible.

        Here's a great example of a Blueprints features list: https://www.unrealengine.com/content...7437c635b9ddba
        -jon [ web: www.jonjones.com | twitter: @jonjones ]

        Comment


          #5
          Particle Systems:

          Whether they are intended to be looping or not. Especially important for things like muzzle flashes and the like.

          Comment


            #6
            3 questions.

            1: what about tri/poly count for the 3D stuff?

            2: why is there no "Rigged: yes/no" and "Animation: yes/no" for weapons and props?, for example guns or animated chests, actually thinking about it there is no reason someone couldn't do animated environment stuff either (like plants that grow from animated morphs...ect).

            3: why is there no "Modular: yes/no/both" option?, I saw the "number of modular pieces" in the environments section but things like characters and guns can be modular as well, I might have missed it but I don't think I did.

            Comment


              #7
              Not only should the number of blueprints be listed, but also the hierarchy of files and folders to visualize what is going on. This would also help to see if something is stupidly made and is unfeasible to actually use in one's project.
              Click image for larger version

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              Comment


                #8
                Originally posted by Sulli View Post
                Not only should the number of blueprints be listed, but also the hierarchy of files and folders to visualize what is going on. This would also help to see if something is stupidly made and is unfeasible to actually use in one's project.
                [ATTACH=CONFIG]42765[/ATTACH]
                +1 screenshot of hierarchy

                Comment


                  #9
                  Off the top of my head it would be nice if packages including any kind of UI would specify input device compatibility, i.e. mouse, keyboard, gamepad, touch.

                  Others have raised concern about correctly set up physics assets for characters (or is this more of a requirement, not optional, now?)

                  I also like the modular: yes/no/both option, and giving a preview of the file/folder structure! :-)

                  For all meshes, LOD information would also be helpful.
                  Broad Strokes | Jan Kaluza | Marketplace Release: 'Over 9000 Swords' Modular Melee Weapon System
                  Currently not available for freelance work
                  Dev Blog & Tutorials | Twitter

                  Comment


                    #10
                    Good list. Having automation would be nice for the tri/vert averages at least - for those with high mesh counts doing those by hand are a pain. =P

                    Simulacrum Game | Play The Alpha | Caldera Entertainment | Twitter | ArtStation

                    Comment


                      #11
                      As the chap that probably inadvertently started all this, thanks

                      Can I just be really **** (impromptu swear-filter test!) and request that 'Bit Rate' be changed to 'Bit Depth' for Audio ;D

                      One thing I would also like to suggest just *because*, is if the package provides a test level - could Epic benchmark it on one of their rigs and post the average results? One thing I have noticed in the past is people declaring that content will work on PS4 & Xbone etc, but unless those guys have access to expensive devkits they probably can't prove that. If Epic could either vouch for it, or request that they test it on those platforms first, that'd be pretty swag

                      EDIT: Swear-filter works

                      EDIT #2: Someone suggested this above and this is probably not something you can add at the same time as this, but a previewer of some kind of the included assets and perhaps even the folder structure could also be a great giveaway to the content you're buying.

                      EDIT #3: Also just had a thought... another indicator for all types of content packs could be whether they include documentation or not. (E.g., PDF's or Wiki links etc)
                      Last edited by TheJamsh; 06-08-2015, 03:46 PM.

                      Comment


                        #12
                        Originally posted by TheJamsh View Post
                        EDIT #3: Also just had a thought... another indicator for all types of content packs could be whether they include documentation or not. (E.g., PDF's or Wiki links etc)
                        I like this one. I'd add to it: "Includes usage examples: y/n" - for example, for blueprint systems, example levels in which they're set up correctly.
                        Another one would be whether a package includes in-editor tutorials!
                        Broad Strokes | Jan Kaluza | Marketplace Release: 'Over 9000 Swords' Modular Melee Weapon System
                        Currently not available for freelance work
                        Dev Blog & Tutorials | Twitter

                        Comment


                          #13
                          On the materials one, what do you mean by modular? Seamlessly tiling?

                          Necro's Bone Box, Necro's Utility Material Pack, Necro's Utility Material Pack #2, Necro's Rock Box, Necro's Tool Box on the UE4 Marketplace.

                          Comment


                            #14
                            Originally posted by Necrophob30 View Post
                            On the materials one, what do you mean by modular? Seamlessly tiling?
                            I think that refers to the use of material instances and master materials, with constants and such that you can tweak.

                            Simulacrum Game | Play The Alpha | Caldera Entertainment | Twitter | ArtStation

                            Comment


                              #15
                              Also, I want to request some sort of table to display all this data, because such giant list could be a little bit difficult to read!
                              SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
                              Level design and prototyping for newbies

                              Comment

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