How to use PSXFX - PS1 Style Asset Pack for UE4

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Marcis

Marcis

Күн бұрын

Пікірлер: 83
@AaronMYoung
@AaronMYoung 3 жыл бұрын
Nice tutorial Marcis!
@Marcis.
@Marcis. 3 жыл бұрын
Thanks!
@Marcis.
@Marcis. 3 жыл бұрын
8:08 The Utility Widget for graphics settings won't save your changes. This part of the tutorial can be ignored. You should use the material parameter collection and the Ambience BP to adjust the values but keep in mind that the graphics widget if used will override your settings. For best results disable the following features in Project Settings > Rendering: Bloom Ambient Occlusion Auto Exposure (if the scene is too bright, set the exposure bias to 0 for 4.26+) Motion Blur Anti Aliasing Add the following line to Rendering Settings in \Project\Config\DefaultEngine.ini r.Upscale.Quality=0
@pn7979
@pn7979 2 жыл бұрын
Will this work as intented in UE5, with the integration of lumen among other things?
@Marcis.
@Marcis. 2 жыл бұрын
Modern rendering features are not supported so expect some artifacts/weird behavior.
@---Nikita--
@---Nikita-- 2 жыл бұрын
@@Marcis. what is the latest engine version supported?
@Marcis.
@Marcis. 2 жыл бұрын
@@---Nikita-- 5.0
@RetroDesignHive
@RetroDesignHive 3 жыл бұрын
Arise, retrodevs, ARISE!
@Marcis.
@Marcis. 3 жыл бұрын
Indeed!
@jaxonbmx2699
@jaxonbmx2699 2 жыл бұрын
gonna be the first ever purchase i make from the marketplace
@JP-do5tc
@JP-do5tc 4 күн бұрын
Hey Marcis! Excellent work on this - I plan on using it in an upcoming project and I’m really excited about it :) Quick question though - since the emissive channel is used for this rather than base color, how can I set up a decal that mimics a retro circular gradient shadow? I’ve tried a bunch of things, but I haven’t had any luck making it visible since black on the emissive channel doesn’t affect anything 🙃
@Marcis.
@Marcis. 3 күн бұрын
Hi! You could use a blob shadow technique or if you're using UE5 you need to modify the master material in a certain way. Info about that can be found in the discord server (link in the description).
@TijnvanGimst
@TijnvanGimst 5 ай бұрын
does this work as intended on ue 5.3.2?
@timboslice5351
@timboslice5351 Жыл бұрын
Hey Marcis. Thanks for the tutorial video. Just bought the pack. I was wondering whether one should use UE 4.27 or 5.1 with this. What would you suggest? I feel like you designed it for UE4 and it also kind of goes more or better with the overall aesthetic. Do I make sense? xD
@Marcis.
@Marcis. Жыл бұрын
Hi! There is absolutely no difference. If it looks different on 4.27 vs 5.1 then it's just a matter of adjusting the rendering settings. You can find which settings should be adjusted on my Discord.
@lifeartstudios6207
@lifeartstudios6207 3 жыл бұрын
wish there was a way to have more lights effect one object. Working with oculus quest and I can't have too many individual objects as that will spike my draw calls
@Marcis.
@Marcis. 3 жыл бұрын
If you're using 4.26 you can add one more static vertex light. Other than that there aren't many options.
@lifeartstudios6207
@lifeartstudios6207 3 жыл бұрын
@@Marcis. what about moving this into hlsl or something?
@RemotelyHuman666
@RemotelyHuman666 2 жыл бұрын
I might have asked this before but will this be making it's way to ue5 or in the case it isnt would it be hard for me to port myself?
@Marcis.
@Marcis. 2 жыл бұрын
UE5 is already supported. It's just a matter of converting the UE4 assets to work with UE5
@MrCougarjo
@MrCougarjo 8 ай бұрын
Hello! Going to grab your asset pack, but is this video relevant for UE5?
@Marcis.
@Marcis. 8 ай бұрын
Hi! Yes it is.
@MrCougarjo
@MrCougarjo 8 ай бұрын
@@Marcis. Perfect thank you!!
@overnelled
@overnelled 2 жыл бұрын
Hello. How to change screen resolution in psxfx project to 16:9?
@Marcis.
@Marcis. 2 жыл бұрын
Don't use the demo character. It's not production-ready. Set Constraint Aspect Ratio is called in the graphics widget.
@overnelled
@overnelled 2 жыл бұрын
@@Marcis. thanks!
@josepheckley8220
@josepheckley8220 Жыл бұрын
How do you fix the depth error not in the widget?
@Marcis.
@Marcis. Жыл бұрын
Use the material parameter collection (MPC_RetroGraphics) to adjust it.
@e.l.6562
@e.l.6562 Жыл бұрын
Is there a reason I can "see through" meshes when walking around, or have I done something wrong? I used the master material and imported my own texture and followed all of the steps of the video, in unreal 5.1 btw.
@Marcis.
@Marcis. Жыл бұрын
Is it like a checkerboard effect? If so then you need to disable the screen door transparency in the material instance. Can you post some screenshots on discord? discord.gg/HT7N4YNk
@soulweightstudios
@soulweightstudios Жыл бұрын
If you are having the same issue I did, go into the MPC in the materials folder and under the scalar parameters find the depth error index and change it from 30 to 0.
@flacidapplebottoms
@flacidapplebottoms 9 ай бұрын
@@soulweightstudios This comment is like a year old but thank you!
@madclowninc.4233
@madclowninc.4233 2 жыл бұрын
does it work 4.26?
@Marcis.
@Marcis. 2 жыл бұрын
Yes it does
@hunnitroundheath7456
@hunnitroundheath7456 Жыл бұрын
How do I lower the strength of the affine texture mapping's warping? Do I just have to make objects out of more/smaller polygons?
@Marcis.
@Marcis. Жыл бұрын
Increasing the poly count is the accurate way of reducing warping but you can also use the scalar parameter in the material instance called "Affine Reduction" too.
@hunnitroundheath7456
@hunnitroundheath7456 Жыл бұрын
@@Marcis. I literally just found the "Affine Reduction" setting and came to delete this comment but you had already answered lol Thank you for this pack, it's amazing.
@hunnitroundheath7456
@hunnitroundheath7456 Жыл бұрын
@@Marcis. I have another issue, I want to increase the draw distance but I don't understand how to use the MPC to change settings.
@Marcis.
@Marcis. Жыл бұрын
@@hunnitroundheath7456 there is a parameter in the MPC called Polygon Draw distance.
@chaver28
@chaver28 Жыл бұрын
thanks for making this but i have a issue, when using vertex lights i make a material instance for the master like you said then i change it to my ground texture but when i apply it to the floor its soooo bright it basically just white and i have no idea why... im new to ue sorry
@Marcis.
@Marcis. Жыл бұрын
Can you please join the Discord server to post images/gifs of your issue in the support channel?
@chaver28
@chaver28 Жыл бұрын
@@Marcis. of course i can :D thank you
@eefernal
@eefernal 9 ай бұрын
did you ever fix this ;u;@@chaver28
@flacidapplebottoms
@flacidapplebottoms 28 күн бұрын
Looks like the discord invite is expired. Can you make a new one?
@Marcis.
@Marcis. 28 күн бұрын
Just tested and they are still valid
@flacidapplebottoms
@flacidapplebottoms 25 күн бұрын
@@Marcis. Ok weird, it says unable to accept invite for me
@Marcis.
@Marcis. 25 күн бұрын
@@flacidapplebottoms are you using the invite link on the store page? If it doesnt work then the issue is on your end. Maybe youve been banned in the past.
@AteszmadmanHDPC
@AteszmadmanHDPC 3 жыл бұрын
Hi. Whenever I put BP_Lightmanager onto a project and click on play my UE stops responding, is this normal or have I messed something up? Thanks
@Marcis.
@Marcis. 3 жыл бұрын
I messaged you on Discord
@Banji7
@Banji7 Жыл бұрын
Hello marcis i am unable to Run the widget Utility, The option to run widget utility is missing in My Editor i am using U4.26 PLEASE HELP!!!
@Marcis.
@Marcis. Жыл бұрын
Please read the pinned comment.
@yuvallevy5368
@yuvallevy5368 Жыл бұрын
Hey Marcis I Have A Fist Person Controller But I Cant Figure Out why i cant see the character color can you help me?
@Marcis.
@Marcis. Жыл бұрын
Hi! We sorted it out on the Discord!
@80TheMadLord08
@80TheMadLord08 Жыл бұрын
So do we have to use those planes to construct the ground? Or will the effects/vertex lighting work on any object that has the shader applied to it? I ask because I have already built objects (walls, rooms etc) and I would like to use vertex lighting on them.
@Marcis.
@Marcis. Жыл бұрын
Any static mesh will work as long as it has enough vertices for lighting to work.
@TurboDashGAMING.
@TurboDashGAMING. 3 жыл бұрын
I still don't understand how to apply the PS1 graphic affect to other assets not found in the pack
@Marcis.
@Marcis. 3 жыл бұрын
You create a material instance from the Mesh Master material and apply it to your meshes. Or you can create your own material and add relevant material functions. You can use the Mesh Master material as a template.
@madclowninc.4233
@madclowninc.4233 Жыл бұрын
hi marcis i followed this and it is working fine but applying materials to third person character how to i resolve clipping pls?
@Marcis.
@Marcis. Жыл бұрын
Hi! Can you please join the Discord server? discord.gg/MVXtkeN You can find the FAQ and support channels there. Search for your issue there. It's possible someone has had a similar issue already. If that doesn't help then please attach a picture or a short video of the clipping.
@yasobaso
@yasobaso 2 жыл бұрын
Is it possible to change the settings without using the settings hud in the demo level?
@Marcis.
@Marcis. 2 жыл бұрын
Yes, of course. Use the material parameter collection and the ambience BP.
@A.S31811
@A.S31811 Жыл бұрын
I'm kind of new to Unreal Engine, I'm not sure how you can get the WBP_Settings thing up on the screen. Is it in project settings?
@Marcis.
@Marcis. Жыл бұрын
You shouldn't actually use it in the editor because it won't save the settings. You should instead use the parameter collection - MPC_RetroGraphics. If you still want to use it though, then after you create the widget right click it and choose "Run"
@A.S31811
@A.S31811 Жыл бұрын
@@Marcis. Ok, thanks, but when I downloaded the demo I got a cool ps1 visual game that you made and I got lot of empty folders. Do I have to make my own blueprints and WBP_settings?
@CarpathianWasteGroup
@CarpathianWasteGroup 2 жыл бұрын
hey Marcis Can I use psfx on a macbook?
@Marcis.
@Marcis. 2 жыл бұрын
Hey, sorry I'm not sure about that
@A.S31811
@A.S31811 Жыл бұрын
Do I have to download it from your web page?
@Marcis.
@Marcis. Жыл бұрын
No, you make it yourself.
@A.S31811
@A.S31811 Жыл бұрын
@@Marcis. Ok, thanks.
@A.S31811
@A.S31811 Жыл бұрын
I don't actually know how to create the graphics widget, and if it was in the demo pack, then I don't have it. Is there a tutorial on this?
@AdamSweeney85
@AdamSweeney85 3 жыл бұрын
I just bought this and all I need is the vertex lighting, please tell me there is a way to disable the PS1 Wobble effect in the material!?
@Marcis.
@Marcis. 3 жыл бұрын
If you only need the vertex lighting then I'd suggest creating a new master material with just the MF_Lighting function in it. Check out the M_MeshMaster material for reference.
@AdamSweeney85
@AdamSweeney85 3 жыл бұрын
@@Marcis. Well I figured that out thanks but is there a way to remove the error effect and still keep all of your other features? I love those.
@Marcis.
@Marcis. 3 жыл бұрын
@@AdamSweeney85 You can remove the MF_DepthError function form the master material or you can set the depth error to 0 in the material parameter collection.
@AdamSweeney85
@AdamSweeney85 3 жыл бұрын
@@Marcis. Strange, I tried both of those things and still have the wobble effect on the texture.
@Marcis.
@Marcis. 3 жыл бұрын
@@AdamSweeney85 Not sure which effect you're talking about specifically so try removing the MF_VertexSnap or MF_AffineUVs.
@soulweightstudios
@soulweightstudios Жыл бұрын
First of all I want to say this pack is awesome, all of the extras on top of PSX shaders make this such a good deal, especially for that price. Is there any way to bypass the 4 dynamic light limit? I really need more than 4 per level and I would rather not have to code the dynamic lights to move around the level as you get closer to their new/old location so that it appears like there are more. Also if you spawn your player actor under a static light it illuminates them directionally whereas dynamic lights illuminate the model from all sides at once, is there any way to make the dynamic lights illuminate directionally?
@Marcis.
@Marcis. Жыл бұрын
Hi! I'm glad you're enjoying the pack! You can add as many dynamic lights as your target hardware can handle. Use the current lighting setup as an example of how to increase the light count. You also need to modify E_DynamicLights enum. If you need more help with that. I'd recommend joining the Discord server. Did you adjust the Vertex Normal Influence variable for the dynamic light? If you set it to 1 it should look the way you want.
@soulweightstudios
@soulweightstudios Жыл бұрын
@@Marcis. ​ @Marcis Thanks for the quick response, I did everything you said and it worked perfectly, just had to add extra dynamic lights in the MF_Lighting Material Function and reference them from the new MPC entries and add to the enum. It's impressive how versatile this pack is once you start to tinker with it.
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