The map looks great so far! Ultra Dynamic Sky + Oceanology is an awesome combo for any sea related game! 😍
@officialpaperplanesgame7 ай бұрын
I agree 100% and thanks :)
@RedShark4937 ай бұрын
Thank you for the education my friend :) I was able to change the textures. I was waiting for this tutorial. Such tutorials are way professional and better than most tutorials on the youtube. I feel the quality when I work with you, I am good at programming, in fact I have created my own inventory system that is way better than hyper inventory lol, but I always fail on design, I am learning a lot from you. Keep up the amazing work.
@officialpaperplanesgame7 ай бұрын
Glad I could help!
@user-ue6jn8ld7g7 ай бұрын
Another amazing video!
@officialpaperplanesgame7 ай бұрын
Thank you :)
@beniilo72487 ай бұрын
Great work man :D
@officialpaperplanesgame7 ай бұрын
Thanks Bro!
@MariusBadarau7 ай бұрын
I like how you do your work. I would prefer if you zoomed in a bit, I guess you have a very large monitor but on a normal monitor it looks very small and my question is how do you make those nodes with right angles? I like it so much, it looks like you have a circuit board in there, it's 10000 times better than the normal curved links.
@officialpaperplanesgame7 ай бұрын
That is electronic nodes. Avaliable on the market place. One of my top favorite plugins.
@borisaceski64014 ай бұрын
Quick question. How would I stop the character for going very deep when I jump off something into the ocean...it sinks way too deep. Same with friction? And does friction also change the boat bouoancy as well?
@officialpaperplanesgame4 ай бұрын
Yes, the friction will change both of those.
@user-oq3ui7vw8x3 ай бұрын
In the game I make, there is a subterranean level below sea level in the continental area. The sea of this plug-in is placed entirely on the map, so areas below sea level are submerged. Is there any video of a solution to this?
@user-oq3ui7vw8x3 ай бұрын
After watching the video, the problem was solved by dividing the sea by area and setting it up using the Oceanology Lake class. However, when the waves are set differently by Gerstner wave figures because they want to divide the area with strong waves and the sea area with weak waves, or want to divide the area with different direction waves. Is there any other way to compensate for the difference in the gap in the problem of the gap?
@officialpaperplanesgame3 ай бұрын
There is a mask for the underwater post process volumes. You can find them in the example Maps. I haven't set it up yet so I don't know exactly how to do that. There are a lot of people on the oceanology discord that have though.
@Jouunaas7 ай бұрын
how do you think oceonology plugin would work with deep underwater. Do you think it can handle lighting and using special effects in deep ocean where you cant see any surfaces or the top of the ocean. Ue:s base water plugin struggles with that a little
@officialpaperplanesgame7 ай бұрын
It can. I use it for deep water diving in my game.
@sub-jec-tiv7 ай бұрын
@@officialpaperplanesgameCan it do realistic light effects? (Light scatter from the surface being projected down into the shallower water)
@officialpaperplanesgame7 ай бұрын
@@sub-jec-tiv it does have underwater god rays. You can see an example of that on the oceanology deep dive video.
@sub-jec-tiv7 ай бұрын
@@officialpaperplanesgame Thanks, what about caustics? (The pretty patterns thrown on the floor underwater, or on walls near a lit pool) Haven’t been able to find a solution in UE5 for real-time light-bounce caustics. Everything I’ve seen uses an animated loop, projected. I think even Fluidflux does it that way. It can look good, but i’ve been looking for a solution that does a relatively accurate simulation in real time.
@officialpaperplanesgame7 ай бұрын
@@sub-jec-tiv no, it has caustics but, they are a decal. Not volumetric. 8 don't know any that do volumetric caustics. They are really good though :)
brushyfy is amazing but i always clipping through those rocks so i got to figure out the collusion issue in this . I have the issue like 6 months
@officialpaperplanesgame7 ай бұрын
I hear you. I usually redo all the collisions on the brushify cliffs with a Auto Convex Hull. Low hull 2-3, high vertices and a high hull precision. After importing the new cliff we make in this video. I will show how I remove the collision and add auto hull convex collision to the cliff.