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Noahkaboom

7
Posts
A member registered Nov 22, 2018

Recent community posts

Subject: Helping others with materials.

It is possible to emulate all (or close to all) graphical effects from the Source Engine in Unreal Engine. When I am done making materials that can be instanced I will share a photo of the setup if requested to.

    The old version of this game engine also has a hindering ui bug. On windows the ui does not show drop down menus unless high contrast settings are enabled, (causes white text on white background in hammer in some cases) https://answers.unrealengine.com/questions/591961/drop-down-menus-not-working-in...

I am considering workarounds for the lack of an update do to so many more things being available on the newer engine. Perhaps using the plugin to import materials then opening the project with a new version to make a compatible copy would work for materials. And the  perhaps exporting the scene as one fbx file, but I can only imagine the problems that would cause for lightmaps and optimization. It is a good idea to update the plugin because of everything your missing out on and using a newer version would be very difficult or just time consuming. (import map then copy to new engine "oops map has problem" back to step one)

There are many reasons that this should be updated for 4.21. This new version introduces better editing features such as editing meshes which should be of interest considering that this plugin imports brush groups as static meshes. This new feature allows the in-engine editing of which faces have what material so that if in Hammer you didn't do texturing because all of your materials are in UE you could then decide where materials go on polys in-engine. https://docs.unrealengine.com/en-us/Studio/Datasmith/HowTo/ModifyStaticMeshGeome...

https://answers.unrealengine.com/questions/670324/how-can-i-convert-a-static-mes...

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I have experimented to see if the bias is the case and it seems that after editing the vmt to say it is "LightmappedGeneric" it proceeds to import that material but none other. I want to know if you are aware of this bug involving that of discrimination from non "LightmappedGeneric" vmts.

EDIT: I have done this with all the vmts in the folder. Now the plugin creates a material for them. 

I have created this account for the very purpose of contacting NT Entertainment and therefore I am new to this website and/or its way of functioning.

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Subject:POSSIBLE BUG

     Does your plugin have a bias against importing materials that are not "Lightmapped Generic"? There seems to be a problem with the plugin that has costed me 71 days of my time and so it seems that I cannot find a fix for the problem without contacting you. Perhaps there is a known problem with the creation of materials that are of the type "cable" for example? 

     It seems that after trying around 5 different ways of importing materials and textures there is a strange issue that occurs such as lighting making my scene look like a child with a giant crayon was let loose and assumed the white lightmaps were a paper.  If you are in need of the engine version I was forced to downgrade from 4.17 to 4.12.5 in order to start the plugin which costed me a few days of work I had already done only for the plugin to not actually import the materials I had made in the more updated engine. 

     This is a peculiar problem and as of today on 11/22/2018 I have come to the realization that the plugin may not know what to do with something that is not "Lightmapped Generic" casuing it to not create a vmt for materials labeled "cable" for example. Regarding the lightmap issue I have simply restarted my work several time to try to get a fix but now there isn't a lightmap problem anymore because what the plugin has done is create static meshes for the level but not actually put them in the level though I had an idea about what this was caused by and nope the brushes are indeed grouped.