DragonMage156 Posted September 22, 2017 Share Posted September 22, 2017 I swear this thread gets cooler every day! ^_^ Link to comment Share on other sites More sharing options...
Developer AnimatedErica Posted September 22, 2017 Developer Share Posted September 22, 2017 16 hours ago, mf99k said: there we go AMAZING!!! Link to comment Share on other sites More sharing options...
Xedlord Posted September 23, 2017 Share Posted September 23, 2017 On Monday, September 18, 2017 at 10:35 PM, DragonMage156 said: Wut? You put "ha-ha"s on both of these posts: On Sunday, September 17, 2017 at 12:36 AM, Xedlord said: Maybe, let's see... Wasn't sure what you meant by that, so... I dug up three pics that had algae blocks in them... this probably wasn't very helpful... On Sunday, September 17, 2017 at 12:42 AM, Xedlord said: Here's some more: Link to comment Share on other sites More sharing options...
DragonMage156 Posted September 23, 2017 Share Posted September 23, 2017 4 hours ago, Xedlord said: You put "ha-ha"s on both of these posts: Oh yeah, I found the dupe poses and such pretty funny. Yeah I'm weird XD Link to comment Share on other sites More sharing options...
MF99K Posted September 25, 2017 Author Share Posted September 25, 2017 OK so I tried the setup in oculus just now and the headset works fine but the hands are a little messed up so I'm gonna need to fix that. I also still need sound assets from the game if anyone can find those Link to comment Share on other sites More sharing options...
ImpactedTooth Posted September 26, 2017 Share Posted September 26, 2017 This is really cool! I can't wait to see more! Also, I made an edge detection post process in U3 a couple years ago following a guide, I couldn't find the guide so I remade it in UE4 and it works. If you want to use it I've uploaded it here. SobelEdgeMaterial_PP.uasset It doesn't work with skyboxes. Edit: found the guide. https://docs.unrealengine.com/udk/Three/DevelopmentKitGemsSobelEdgeDetection.html Link to comment Share on other sites More sharing options...
MF99K Posted September 26, 2017 Author Share Posted September 26, 2017 1 hour ago, ImpactedTooth said: This is really cool! I can't wait to see more! Also, I made an edge detection post process in U3 a couple years ago following a guide, I couldn't find the guide so I remade it in UE4 and it works. If you want to use it I've uploaded it here. SobelEdgeMaterial_PP.uasset It doesn't work with skyboxes. The only issue I'm having with it right now is that it renders everything white except the edges. I'm gonna play around with the nodes a little and see if I can tweak something to work but idk for now Link to comment Share on other sites More sharing options...
ImpactedTooth Posted September 26, 2017 Share Posted September 26, 2017 13 hours ago, mf99k said: The only issue I'm having with it right now is that it renders everything white except the edges. I'm gonna play around with the nodes a little and see if I can tweak something to work but idk for now Sorry about that! I tested it without textures. I fixed it in this one. I misled a node and forgot to set contrast and composite switches to default to true. Here is the fixed one. SobelEdgeMaterial_PP.uasset Link to comment Share on other sites More sharing options...
MF99K Posted September 27, 2017 Author Share Posted September 27, 2017 8 hours ago, ImpactedTooth said: Sorry about that! I tested it without textures. I fixed it in this one. I misled a node and forgot to set contrast and composite switches to default to true. Here is the fixed one. SobelEdgeMaterial_PP.uasset works but I still need some way to get the inner geometry outlined and not just the edges. do you know if theres a way to outline based on the edges of different textures? Link to comment Share on other sites More sharing options...
MF99K Posted September 27, 2017 Author Share Posted September 27, 2017 the sobel edge works well with objects that are far a way or occluding other objects but doesn't work as well with the flatter objects and translucent objects. any idea how I can tweak the PP material to fix this? also I still need sounds Link to comment Share on other sites More sharing options...
MF99K Posted September 28, 2017 Author Share Posted September 28, 2017 made some mealwood and filmed half of it Link to comment Share on other sites More sharing options...
DragonMage156 Posted September 30, 2017 Share Posted September 30, 2017 Omg, that's amazing and so detailed! Right down to the last mealworm! ^_^ Link to comment Share on other sites More sharing options...
MF99K Posted October 2, 2017 Author Share Posted October 2, 2017 ok couple things. For dataminer people: Anyone got sound assets from the game I could use? For people who know how to use Unreal: for some reason the skeletal mesh I'm using for the ai duplicants is smaller in the compiled game than it is in the editor viewport. anyone have any ideas? this is a blueprint for the dupe run transform. posting it just in case the problem is related to this for some reason. also if anyone knows how I could set up this code so that they turn around at a certain distance instead of getting teleported back that would be helpful also if anyone knows how to make my motion controllers not broken that would also help Link to comment Share on other sites More sharing options...
Oozinator Posted October 4, 2017 Share Posted October 4, 2017 On 3.10.2017 at 12:13 AM, mf99k said: this is a blueprint for the dupe run transform... Navmeshbased ai movement is easy for testing, but i am for sure no pro. Set up waypoints, where you want them to go, but navmesh is in your case tricky. (ladders/connectors) I have no VR experience, only basic blueprinting. I could suggest you, to start a project - thread in the UE4 forum, there are very friendly/experienced ppl around. Link to comment Share on other sites More sharing options...
MF99K Posted October 4, 2017 Author Share Posted October 4, 2017 Just now, Oozinator said: Navmeshbased ai movement is easy for testing, but i am for sure no pro. Set up waypoints, where you want them to go, but navmesh is in your case tricky. (ladders/connectors) I have no VR experience, only basic blueprinting. I could suggest you, to start a project - thread in the UE4 forum, there are very friendly/experienced ppl around. I'll take a look there at some point. I also heard today that there's some people on campus who might be able to help me out so I might try them as well. Thanks Link to comment Share on other sites More sharing options...
MF99K Posted October 11, 2017 Author Share Posted October 11, 2017 got motion controllers to work, still need to figure out how to change the default skeletal hand mesh to the dupe hand mesh and set up anim states and do some keymapping but otherwise looking good there HMD also working pretty well, but lag is incredibly disorienting. Need some help figuring out splines for animating both static and skeletal meshes. Liam was glitching the hell out earlier and running in circles at like 700 mph still need sounds still need to figure out some collision physics stuff for machinery operation Link to comment Share on other sites More sharing options...
DragonMage156 Posted October 11, 2017 Share Posted October 11, 2017 7 hours ago, mf99k said: still need sounds I'm sorry but I got nothing. Can't you use something from the games files? I'm sure the devs won't mind as long as you credit them when/if you upload it publicly. Link to comment Share on other sites More sharing options...
MF99K Posted October 11, 2017 Author Share Posted October 11, 2017 3 minutes ago, DragonMage156 said: I'm sorry but I got nothing. Can't you use something from the games files? I'm sure the devs won't mind as long as you credit them when/if you upload it publicly. can't figure out how to datamine the game sound files. any idea where they might be located? Link to comment Share on other sites More sharing options...
DragonMage156 Posted October 11, 2017 Share Posted October 11, 2017 GUUIIIISSS!! This wolf... fox person needs help! Link to comment Share on other sites More sharing options...
Xedlord Posted October 12, 2017 Share Posted October 12, 2017 I not be person that is know how to datamining Link to comment Share on other sites More sharing options...
Oozinator Posted October 12, 2017 Share Posted October 12, 2017 On 11.10.2017 at 2:23 AM, mf99k said: .. still need sounds.. ? https://github.com/DerPopo/UABE Link to comment Share on other sites More sharing options...
MF99K Posted October 12, 2017 Author Share Posted October 12, 2017 46 minutes ago, Oozinator said: ? https://github.com/DerPopo/UABE is that a Unity plugin on stand alone decompiler? Link to comment Share on other sites More sharing options...
Oozinator Posted October 12, 2017 Share Posted October 12, 2017 52 minutes ago, mf99k said: is that a Unity plugin on stand alone decompiler? Dunno, but sounds like an option.. " The AudioClip plugin can export uncompressed .wav files from U5's AudioClip assets using FMOD, .m4a files from WebGL builds and Unity 4 sound files. " Link to comment Share on other sites More sharing options...
MF99K Posted October 12, 2017 Author Share Posted October 12, 2017 4 minutes ago, Oozinator said: Dunno, but sounds like an option.. " The AudioClip plugin can export uncompressed .wav files from U5's AudioClip assets using FMOD, .m4a files from WebGL builds and Unity 4 sound files. " any idea where the download link is located? Link to comment Share on other sites More sharing options...
Oozinator Posted October 12, 2017 Share Posted October 12, 2017 26 minutes ago, mf99k said: any idea where the download link is located? Right part, green button - clone/download. https://github.com/DerPopo/UABE/archive/master.zip https://7daystodie.com/forums/showthread.php?22675-Unity-Assets-Bundle-Extractor Link to comment Share on other sites More sharing options...
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