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Thread: UDK Gems

  1. #81
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    Thanks for the report. I think I've taken a screen shot of the wrong material. Will fix.

  2. #82
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    Hey guys,

    I just want to say thank you so much for all these Gems. There are things in here that I have used some very long winded efforts to create previously..and they're all free! You guys are awesome (Solid Snake especially). Lots of people use them and don't take the time to say thanks but they are all the same appreciated. Thank you!

  3. #83
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    Thanks Pete

  4. #84
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    We are all very thankful , i just saw the on screen indicator one. Ill jump on that one as soon as you get it up Snake

  5. #85
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    Seriously, these are incredible. Thank you so much for taking the time to do these, I would have taken me months to do the on screen indicator, and it would have sucked in comparison.

    If you're taking requests (if you're not, ignore), I'd still like to see a configurations screen written up. It's the merging of Scaleform (accepting input in the form of numerical values, sliders, etc), with unrealscript, with ini's and to my knowledge, hasn't really been covered anywhere. It'd be nice to have a proper configuration screen!

    Regardless, thanks, these are immensely helpful!
    Danimal

    Space Flight Dev Thread/Video [Aug 2011] http://forums.epicgames.com/showthread.php?t=807107
    Grapple Gun Playable Demo/Video [Nov 2010] http://forums.epicgames.com/showthread.php?t=752450

  6. #86
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    OMG, the on screen indicator is soo cool : O. So much i can do now!! Thanks Snake : D

  7. #87
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    Love to see the love. James really does an awesome job with these.

  8. #88
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    Well in my case you could say that the screen indicator is just what the doctor ordered.
    But there are other great ones too, that real time reflection one should minimize a number of threads about green on the edge reflection issue.

  9. #89
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    Thanks everyone for the awesome support. Let's not forget the awesome work that everyone at Epic is doing; after all if Epic didn't make Unreal Engine and if they didn't release it for free for everyone to use, I wouldn't have the awesome opportunity to make these and for all of us to make some great games.

    If you're taking requests (if you're not, ignore), I'd still like to see a configurations screen written up. It's the merging of Scaleform (accepting input in the form of numerical values, sliders, etc), with unrealscript, with ini's and to my knowledge, hasn't really been covered anywhere. It'd be nice to have a proper configuration screen!
    Certainly something worth considering...

  10. #90
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    Quote Originally Posted by danimal' View Post
    Seriously, these are incredible. Thank you so much for taking the time to do these, I would have taken me months to do the on screen indicator, and it would have sucked in comparison.

    If you're taking requests (if you're not, ignore), I'd still like to see a configurations screen written up. It's the merging of Scaleform (accepting input in the form of numerical values, sliders, etc), with unrealscript, with ini's and to my knowledge, hasn't really been covered anywhere. It'd be nice to have a proper configuration screen!

    Regardless, thanks, these are immensely helpful!
    It's been a long time since I checked the scaleform forum, but I remember there being someone from scaleform that was answering everyone's questions sort of udk gems style. I think they've covered what you're looking for, but it might be buried in a reply around november.

    The gems are really cool, good job to everyone involved in their production. If you're strapped for ideas, you could always do a gem on a gems-esque gametype

    edit: it would probably be strongly correlated to the banning of gems-like gameplay from the app store.
    Last edited by frostymoss; 06-12-2011 at 04:57 PM.

  11. #91
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    Quote Originally Posted by Solid Snake View Post
    Certainly something worth considering...
    Awesome, I did indeed search the Scaleform forum and found nothing. Indeed, I found very recent threads where everyone asked how to do it and no one figured it out...

    http://forums.epicgames.com/showthre...ghlight=config

    So I second my request, consider making a configuration tutorial that allows us to change really core system settings such as: shadows (or bloom, motion blur etc) on/off [check box], change resolution [drop down box], control sound [slider], user name [text input box]... you get the idea

    Regardless, love the gems, they're inherently practical, and for me especially, it's good to see "best practices" done by people far better at this than I am.
    Danimal

    Space Flight Dev Thread/Video [Aug 2011] http://forums.epicgames.com/showthread.php?t=807107
    Grapple Gun Playable Demo/Video [Nov 2010] http://forums.epicgames.com/showthread.php?t=752450

  12. #92
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    to change the resolution, look for the forecourseUI main menu tutorial. AFAIK it's the only known way to do it, and it allows you to call console commands. once you're able to do that, you can call any 'exec function' you want, which will allow you to make any settings changes you can code

  13. #93
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    Quote Originally Posted by danimal' View Post
    Awesome, I did indeed search the Scaleform forum and found nothing. Indeed, I found very recent threads where everyone asked how to do it and no one figured it out...

    http://forums.epicgames.com/showthre...ghlight=config

    So I second my request, consider making a configuration tutorial that allows us to change really core system settings such as: shadows (or bloom, motion blur etc) on/off [check box], change resolution [drop down box], control sound [slider], user name [text input box]... you get the idea

    Regardless, love the gems, they're inherently practical, and for me especially, it's good to see "best practices" done by people far better at this than I am.
    The wording in whatever I remember seeing could have been a lot different (config vs options), as well as earlier. If nothing popped up when you looked, though, whatever I'm thinking of probably isn't substantial enough to dig deeper.

    I know WorldInfo has functions: GetMapInfo, SetMapInfo - I think MapInfo has some FX settings. Maybe check the unrealscript wiki for some getters and setters. Once you find something to work with, it's a matter settings things up before your maps are rendered.

  14. #94
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    This may not be a huge deal, but it bothers me that the last word "objects" of the Materials section is in another line! hahaha I know it's dumb, but it sure is an eye sore!

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    Quote Originally Posted by TheAgent View Post
    This may not be a huge deal, but it bothers me that the last word "objects" of the Materials section is in another line! hahaha I know it's dumb, but it sure is an eye sore!
    Not dumb at all. Things like that drive me insane. Just some weird formatting error. Fixed now (well, will be when the change propagates).

    Thanks!

  16. #96
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    Hahah, thanks! and No Problem. :]

  17. #97
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    One offtopic question, but how can I capture high resolution screenshots of the Material Editor setup like the ones in Gems examples if my shader network is much larger than monitor resolution.
    Last edited by Count_de_Money; 07-01-2011 at 06:36 PM.

  18. #98
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    You could grab a section at a time and piece them together in Photoshop.

  19. #99
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    Ok, thanks. I though that maybe there is something like tiled shot option. Photoshop it is then.

  20. #100
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    I don't know of anything in the editor that would allow for that. If you have a dedicated screen capture application, there may be functionality for this. For instance, in Snagit there is a capture function called Extended Window for doing something very similar to a tiledshot which can allow for taking huge, full-res shots of material networks.

  21. #101
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    if you can get at the data (something like a xml layout, csv, etc, or even text) you could hook it up to Smart Art in PowerPoint (newer) -- in my experience PowerPoint has the best implementation of their smart art feature and it's possible to wire stuff together and have it look like the materials editor. I've used it for ux/ui sitemaps / product flows.

    or if that doesn't pan out so well, there're tons of easy piping/wiring/etc javascript/css/html5 plugins for jquery/etc.

    edit: http://jsplumb.org/jquery/demo.html
    Last edited by frostymoss; 07-09-2011 at 03:01 PM.
    Resources:
    >[Reference] iOS Hardware Technical Specs by Device
    >Good Programming vs. Bad Programming
    >Your GPU says branches are the devil.

    sporadic chunks of forum activity are often a result of my procrastination left unchecked (admittedly exacerbated if I come home with a certain fuzziness about me),
    and that can lead to large replies or numerous edits; so feel free to correct/disagree/whatever with whatever, or whatever...
    on the other hand, if it turns out you find some value in these kinds of posts, please let me know so I won't feel like such a piece of **** for not better utilizing my time.

  22. #102
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    For the Controlling Post Processing via Kismet or Unrealscript Gem, you could now only control PP through the UberPostProcess chain. Things like DOFEffect no longer work. I was able to control DOF and de-saturation in script only through UberPostProcess. Just as a heads up.

  23. #103
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    Thanks for the information. I'll schedule some time to update it so it remains up to date.

  24. #104
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    This last one with deformation is great Snake; keep 'em coming.
    Last edited by Count_de_Money; 07-19-2011 at 05:22 PM.

  25. #105
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    Awesome job on deformation.

  26. #106
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    Thanks Count_de_Money and TheAgent

  27. #107
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    Hi there,
    I can't access the last gem: "platformer starter kit". I get a "Page not found". Does anyone else get this error?

  28. #108
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    Prolly still being worked on, give it a day.

  29. #109
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    Quote Originally Posted by edx76 View Post
    Hi there,
    I can't access the last gem: "platformer starter kit". I get a "Page not found". Does anyone else get this error?
    I guess it's still trying to propagate.

    Thanks alot James, keep on raining these gems.
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  30. #110
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    Almost done, I've just gotten a cold so I'm out of action for a few days I think.

  31. #111
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    Is this where we should be posting corrections to the UDN? Should i send them across another channel?

    I hope you get better SS, All of the difficult aspects of the Kiosk worked out. Thanks for the help!
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  32. #112
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    Quote Originally Posted by Bob_Gneu View Post
    Is this where we should be posting corrections to the UDN? Should i send them across another channel?
    You can just send them to me if you find any, Bob.

  33. #113
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    New gems for everyone!


  34. #114
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    Thanks, Looks good so far! Gonna look through your examples now =)
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  35. #115
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    Hope the comments are decent Let me know if anything seems lacking/unexplained in the source code.

  36. #116
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    I was looking at the link the last two days. Thanks for sharing

  37. #117
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    Great Job SolidSnake.

    There shouldn't be any more questions about sidescrollers on his forum!!!!

  38. #118
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    Quote Originally Posted by TheAgent View Post
    There shouldn't be any more questions about sidescrollers on his forum!!!!
    Oh, if only that were true.

  39. #119
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    Quote Originally Posted by TheAgent View Post
    Great Job SolidSnake.

    There shouldn't be any more questions about sidescrollers on his forum!!!!
    I highly doubt that. We still have incoming questions about MMOs!!
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  40. #120
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    Because we don't have the MMO gem
    Knowledge should be shared with everyone. Technique however, is your own thing.

    My UnrealScript Lessons
    My Blog

    I'm working full-time, so I'm not available for freelance work, sorry.


 
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