Тёмный
BrokeAsDev
BrokeAsDev
BrokeAsDev
Подписаться
Комментарии
@Bluemaze64
@Bluemaze64 День назад
Screen is cutoff on the left side. Can't see what you are doing in UE editor.
@MrAmaniW
@MrAmaniW 2 дня назад
so much information - love it
@Adil-vi8xw
@Adil-vi8xw 25 дней назад
Do u have discord?
@Adil-vi8xw
@Adil-vi8xw 25 дней назад
U should show full screen of that bp or editor. Like when u were making pontoons ur half side of that screen was visible and the pontoon side was not. So make a video in which u open a whole bp on full screen
@endtasid
@endtasid 28 дней назад
this is a great video. And also a shame for Epic games, these things shouldn't be this difficult and complicated. I've been trying to figure out these settings for some time now, trying to make my 3d model ships and submarines float and I cannot say im in 100% success. And also as large as the boat gets, adjusting buoyancy becomes exponentially meaninglessly more difficult. And for the water buoyancy things to work, we need to use kinda simpler collisions on meshes. And I'm making some apps in which the 3rd player character walks around the ships, outside and also inside. So simple collisions also don't work for me. I use complex collisions as simple and they are not compatible with physics sim and therefore buoyancy. So I'm using my own scripts that apply sinus waves to transforms of the meshes to create a wavy buoyancy effect. And when I do this, my meshes' collisions with the other meshes and landscapes go bizzare and mostly not work. This is a shame for Epic or I'm a complete idiot who is missing something somewhere.
@brunobordini7696
@brunobordini7696 Месяц назад
Cinema 4D as well?
@BrokeAsDev
@BrokeAsDev Месяц назад
They have a cinema 4d import plugin as well and you can also export as a fbx or obj from plantfactory for software packages they don't have a plugin for.
@brunobordini7696
@brunobordini7696 Месяц назад
@@BrokeAsDev Wow! Nice! Thank you very much!
@xjuliussx
@xjuliussx Месяц назад
this is un-real, not the engine, the word itself ! This is a fortune to be able to access to build nice landscapes !
@joseeduardobolisfortes
@joseeduardobolisfortes Месяц назад
If they are discontinuing the softwares, why do not liberate an open source version to the community can continues it's development?
@AKThem06
@AKThem06 Месяц назад
wasn't there one more group of paid assets that became free recently?
@FelipeGonzalez-xn2mj
@FelipeGonzalez-xn2mj Месяц назад
Grasswald
@AKThem06
@AKThem06 Месяц назад
@@FelipeGonzalez-xn2mj tysm :)
@apatsa_basiteni
@apatsa_basiteni Месяц назад
The scene you pit together at the end looks beautiful.
@user-ew2hw3wd2b
@user-ew2hw3wd2b Месяц назад
Vue allows you to make huge forests of up to 80 billion on 32 GB
@Dieucreateuruniversel
@Dieucreateuruniversel Месяц назад
thank you for the link, that's very usefull
@NiallWoods347
@NiallWoods347 Месяц назад
😂 would be helpful wouldn’t it.
@unrealdevop
@unrealdevop Месяц назад
Yeah I've seen their trees before some time ago and they aren't bad it's pretty cool they are giving them away for free, I'll have to look more into this. I'll have to be honest though, like the other guy said the sound was very sporadic so I found myself skipping around. I may have missed information on the details of the Free'ness of it.
@UnrealPlayground
@UnrealPlayground Месяц назад
This is cool, Thought my headset was broken during this video. The sound is super sporadic.
@limbytes
@limbytes 2 месяца назад
This is great! Please do more!
@MrLarsalexander
@MrLarsalexander 2 месяца назад
Resolution has to be power of two! 1024 - 2048 - 4096 - 8192
@jawadboutahar7552
@jawadboutahar7552 9 дней назад
Why ?
@MrLarsalexander
@MrLarsalexander 2 месяца назад
You should also increase the mass more depending on the mesh size to avoid physics handle the ship as a smaller object, and throw it around like a rubber duck. It's better to have a larger mass, and then increase the buoyancy strength more so the ship feels really heavy in the water. And also, if you add two pontoons extra in front and back, and place them i little bit further away from the ship it will be more stable. Both out to the sides and behind/in front. Then reduce the buoyancy on these so they don't act as the main float points, bit rather help on stability like balast in the ship. Might just help to lower center of gravity, but that alone is not always enough. But to fix the forward and backwards rocking, the center of gravity has to be moved forward a bit. And it will help a lot with those extra pontoons.
@BrokeAsDev
@BrokeAsDev 2 месяца назад
Thats a good a idea. i don't know why i only considered having pontoons on the ship itself. spreading them out in decreasing buoyancy could diffidently increase the stability. might have to be cautious of performance cost tho.
@MrLarsalexander
@MrLarsalexander Месяц назад
@@BrokeAsDev Did you test it yet?
@BrokeAsDev
@BrokeAsDev Месяц назад
Yep, sadly only 1 buoyancy component will apply at any one time (the first to be added) hence all pontoons will have the same values applied to them. adding more pontoons still helps add stability, but you have to be more careful with their placement since you can't have different levels of buoyancy.damping or force.
@MrLarsalexander
@MrLarsalexander Месяц назад
@@BrokeAsDev That is true.. They should be at the same height at least, but i was sure you could add less buoyancy at those in far back and far right to act only as extra stabilizers when riding waves and so on..
@MrLarsalexander
@MrLarsalexander 2 месяца назад
Could you instead use the wind speed and direction to apply a certain value for the force X input if calling from a custom event that you create for a wind BP this way? If that wind_BP is attached to the ship, and rotates in world space independant of the ships rotation, would it perhaps work to do a line trace in the direction of the wind (*The wind will be dynamic and changes direction, so the trace will always follow tha direction the wind is blowing is my idea*) So i was thinking if there was 3 different line traces with just a short distance enough to collide with the sail if the ship is rotated in the same direction as the wind. And 1 and 3 would be slightly angled to the left and right by 30--45° while 2 would be pointing straight ahead. So depending on if 1 or 2 or 3 and 2 is closest to the hit box the trace will detect, the faster your ship would go... And also speed will multiply by the wind speed and if you are aligned properly with the wind.... How would you go ahead and set up something like that?
@borisaceski6401
@borisaceski6401 2 месяца назад
Love the video mate. I am working on a pirate game/project so I'd love to see how u approach combat, sails and water vfx. Cheers!
@BooneyTune
@BooneyTune 2 месяца назад
Was a great little video and would like to see more on ship combat
@xirtus
@xirtus 3 месяца назад
so theoretically the assets in the town can have interiors built into the assets? i'd like procederal villages of which we can go through the interiors
@BrokeAsDev
@BrokeAsDev 3 месяца назад
Not just theoretically,but already done. The house spawner i set up isn't spawning static mesh houses. it's spawning blueprints. Maybe i should have highlighted in the video that you can easily add functioning doors, lights, and interiors to the blueprint thats spawned. I've even added logic to randomly spawn from a list of generic town npcs in each house in the time since i made this video.
@xirtus
@xirtus 3 месяца назад
​Thats hawt, bro. I can buy this on gumroad to support you? Nice​@BrokeAsDev
@brunoetla3d559
@brunoetla3d559 5 месяцев назад
Very good ! Thanks
@ToysRUsKid_Critter
@ToysRUsKid_Critter 6 месяцев назад
Awesome ☺️✌️😊
@AlexiosLair
@AlexiosLair 7 месяцев назад
Really amazing work on the system! How did you manage the logic on interesecting splines? I couldn't figure this out for a while! Would love to see more material on PCG!
@BrokeAsDev
@BrokeAsDev 6 месяцев назад
You have to make sure to merge or union the points before working with them. I don't fully understand the difference between the two nodes yet but using either one of the two will allow things like self-prune and such to work properly when intersecting.
@AlexiosLair
@AlexiosLair 6 месяцев назад
@@BrokeAsDev I have tried merge before assuming this will also get all splines to work together, but so far only your system with the mix of two seem to be working!