Yeah when I was following the tutorial I skipped the wrist controller part because I figured things like that would happen.
So while I was at the VFX festival in London the other day. I was talking to someone about VR and motion sickness. They mentioned that in most cases, it's usually acceleration up to speed that triggers it.
Now, I'm really sensitive to motion sickness. When I first tried Windlands, I suffered for 2 days afterwards. Remembering the discussion I had, I loaded up the ShowdownVR demo from the UE4 marketplace and gave it a go. In it, you move down a street at a constant speed.
I was eating my dinner while watching and felt almost no effects of motion sickness. The sudden stop at the end jarred me a little but I didn't feel sick.
Just thought I'd share that.
Hey all, here's that trail-carving tutorial:
For valentines day and my love of VFX.
Finally!, this time its ( properly ) handled trough C++, I use a single UMG Widget for the text properties. And since i can modify each text character i can apply individual colors, effects, etc . im pretty glad i have a good base to work on now
Using vector fields from my software is proving to put out some pretty cool results :D
So, for my game ( and since i absolutely dislike level design ) i was thinking of buying a landscape from the marketplace, to be specific affordable landscapes 2
Since -> That landscape fits perfectly the whole mood and its essentialy where the whole game will take place, Thing is the pack contains other 2 landscapes which i really dont need and paying 150$ for a single landscape feels a little bit steep, Am i better off finding someone to recreate that or all in all its a good price?
landscapes aren't that hard to learn
definitely not $150 hard to learn
If you find yourself not able to create content such as the grass (meshes, and textures) and other landscape textures then its probably cheapest to buy the landscape as it generally costs much more to hire someone. But, if youre proficient enough at making textures then I would say its a better deal to learn how to make it yourself (hint: like Oicani said, its not very hard)
To be fair though, Affordable Landscapes 2 has basically the best landscapes I've seen in UE4. I'd say they look better than the kite demo.
I recommend this tutorial series if you end up doing it yourself.
On the topic of landscapes, has anyone got any good tutorial series on using world machine with UE4? I know how to get landscapes in, but I have no idea how to go about texturing them on a large scale. Using stacks of masks from world machine doesn't seem like the most efficient way to do it - there's got to be an easier, more efficient way.
I also went to a seminar at the VFX festival in London where Houdini demoed the upcoming terrain generation tools and they look astounding. Everything updates in realtime and the screens they had dotted about showing off work, was exclusively done in Unreal Engine. I'm certain it's going to dethrone World Machine as the top terrain generation tool.
Here's the video they had up
The guy who gave the presentation was Scott Keating, not the artist responsible for the above landscape.
Welp thats more responses than i expected, Thanks ,
I did try modelling and texturing but i got way too frustrated at it, Hence why i stick to programming, ui design, game design and such. So yeah i think ill just end up buying the asset . Still thanks for the feedback and links!, i might as well just give it a shot
Has anyone got experience with using the Custom Stencil buffer?
I'm no tech artist, but I've got to this stage with it using this example
I'm wondering if there's a way to not have the outlines occluded, and so have the outlines continue around each object, instead of blending into one. (and possibly have the outlines be occluded by static meshes, as the objects are going to be inside a building, and I don't really want wallhacks)
The purpose is this is for creating a scanning tool in my project: I want players to explore an environment for objects and be able to determine if the objects are interactive through a handheld scanner screen. I've blended it with the depth buffer so that the player has to be close to the object to see it, but that's as far as I've got.
The original idea was to have a seperate material that was only visible to the player through the render target but I haven't found any examples of that, and don't even know how I would achieve that.
Download the content pack, which is what they would have done. The kite demo itself is fucking huge, hence why they published all it's assets to a free asset pack on the marketplace.
precious little coaster.
But basically what's shown here is an exporter I made so one can design a rollercoaster in nolimits, and import it as a spline component into ue4
And they just slipped this in there like it's no big deal
Does anyone know if there's a way to have a decal that follows along a spline, like a spline mesh would but without it actually using a mesh? Using decals to add roads would make it possible to have the roads actually properly follow all the shapes of a terrain which wouldn't really work with a mesh. I imagine I could make the decal on its own with the shape I need and export it as a texture or as a bunch of tiles and then manually place them on the map, but that'd be kinda tedious.
To be specific, there's no way to make a proper spline decal. Mesh decals could work, but they don't "project" onto a surface like a regular decal would, so they would still end up floating above the surface a bit (or clipping through).
I'm still kind of bitter that Epic hasn't implemented this yet, as it kind of prevents you from having nice roads/trails/anything on your landscape unless it's completely perfectly flat.
I decided to just make it out of a bunch of decals made out of tiles that I rendered out in 3ds max. It works pretty well, but it is pretty damn tedious to do.
couldnt you use splines with a very simple plane model?
What's wrong with having a road mesh that's slightly raised that uses a world-aligned edge texture that hides the clipping on the landscape?
I don't contribute much so here's a landscape material I've been working on for the past few weeks (on and off)
Couldn't sleep, tried out a different basebuilding method, kinda like The Sims.
Are there any benefits to working in C++ as opposed to Blueprints? It seems that working in C++ is just more of a hassle than using Blueprints.