I maybe behind the times here, but this video seems out of date. Is it, has UE changed since this video was made? I'm using UEv4.7 and I see no hollow setting for when a additive box mesh is added to a scene. I only see that if a subtractive mesh is added, and I can't really get that to subtract from an existing box, and maybe because the existing box has not been set to hollow? Don't know, this is a short cursory tutorial and I can't find the settings as shown in the tutorial. 😑
@canisterbottournament3 жыл бұрын
There's a difference between the transform scaling and the brush setting scaling at 03:37. If you scale the box with the transform scaling it will also scale the material assigned onto the mesh. If you scale it using the units you will not scale the material of the mesh, just wanted to let you guys know!
@omnianima45404 жыл бұрын
Wow, these kind of basics are something you dont really find yourself when experimenting (at least speaking for me), thank you a lot
@VirtusEdu7 жыл бұрын
We start working with tools that'll allow us to form the layout of our level.
@unrealstudent22392 жыл бұрын
whats the best way to get things exactly symmetrical? im surprised thats not talked about more in map tutorials
@WrittenPhD3 жыл бұрын
Great video on Greyboxing. Thanks
@YuBGamerzBen4 жыл бұрын
It's always better to use x, y and z values to change the size of your objects. As just scaling them can create problems in the future. When trying to "Build to the Grid" or Apply Textures etc. Great Video non the less!
@Eveer.r7 жыл бұрын
subtractive brushes become invisible after deselecting them and the only way i can select them again to modify them is to search for them in the world outliner... is there a fix for that??
@darksteelyurius3 жыл бұрын
Common question: 3:32 "Why do I need this? I mean I already have the scale tool right? Answer: Precision. The scale tool is a great shotgunning tool but if you are looking for something in the EXACT dimensions you'll have a hard time getting it with scale
@forestfire26054 жыл бұрын
would it be better to make a house with the box or cube
@derakon47914 жыл бұрын
Dude you are amazing
@NocturnalJin6 жыл бұрын
Lighting bleeds through the walls if they aren't thick enough. Really limits what you can do.
@Take229524 жыл бұрын
Thank you for this.
@BeefaloBart7 жыл бұрын
Awesome as usual, this creates more work for me lol. I never knew about the subtractive part. Soon as Im done revamping my new network systems I will be using this stuff to create the base map for my project.
@sirscrooge43577 жыл бұрын
Is there a way you could edit the BSP in game - not in the creator - for something like bullet holes where when you shoot the geometry the geometry dynamically changes?
@DisruptGamingDaily7 жыл бұрын
You would have to make a destructable object to do that but you would want to use just BSP its only for colision basics and blocking out
@GordonSeal7 жыл бұрын
You can do that, as Daniel said, with a destructible mesh. However be aware that every time you put a whole into an object, it will split the mesh into multiple more vertices - thus increasing your polygon count each time. For small levels with limited geometry this isn't a problem, but it has an impact on performance especially if you have a lot of bullet holes eventually. Correctly aligning the textures after the hole is created (the mesh has been slit) is another problem.
@AzrauG7 жыл бұрын
Maybe use decals applied by the projectile when it strikes a surface
@unstablesun81794 жыл бұрын
Nice. But the X,Y,Z for the box dimensions is not the same as scaling. Those are unreal units.
@myguy26567 жыл бұрын
U helped me soooo much with this sires thx for that.
@ProphetCrysis37 жыл бұрын
The Thumbnail looks really good! Do you show us how you create them?
@berserkerrxii57767 жыл бұрын
You're awesome!
@MovieInMinutes6037 жыл бұрын
Please explain to me how Reducing APK Package Size RÉPONDRE
@kingfhd24244 жыл бұрын
bsp its pro bulider in unity but with updates
@libertysomething6 жыл бұрын
BSP!
@Deaadman7 жыл бұрын
Could you start a series on how to make a Battle Royale game, please?
@RivaileCaptain6 жыл бұрын
Download map project for android ?
@blackhatgamerz49937 жыл бұрын
Hello mate :) Awesome stuff you make, i really like your videoes :) I have a request about a tutorial that i dont Think you have made. Hopefully you will read this. In a TPS imagine a charactee with No weapons or anything. He Can run walk jump Crouch etc. Then He finds a weapon and Picks it up, and Then He Can run Wall Crouch shot etc. How do you make that? Hope you understand Like How to have 1 animation for run etc when No weapons is attached and Then another run with weapon animation for when a weapon os attached
@FreemanTraceur7 жыл бұрын
Blackhat Gamerz you're gonna need an animation montage. It'll keep the original animation and then add the part for the weapon. They covered this in the official UE4 channel.
@retro_iq4587 жыл бұрын
Fps??
@voicehead7 жыл бұрын
what?
@leonardlawrence60767 жыл бұрын
Join to s.o.s. dev team
@Si-Toecutter4 жыл бұрын
"having said that" "without further ado"....RAGGGHHHHH
@eastonwilliams17227 жыл бұрын
I haven't started UE4 or engines yet but I thought game developers would make their whole building in Max, texture it, then export the entire thing out and put their props inside right? What exactly are these basic shapes for?
@rk_iv7 жыл бұрын
Easton Williams I think it’s more for level prototyping
@assainjon7 жыл бұрын
prototyping layout
@Stefan-xt5sk7 жыл бұрын
You will go through many iterations before finishing your final asset for use in the game. The workflow you described is basically what happens in production (programs vary of course), but doing that immediately and before making sure that the current version is good and won't change anymore will cost you a lot of time and waste resources. That's why tools like this are useful - it's a cheap and quick way to make prototypes, try different layouts and iron out design flaws before putting in the hard work to make it beautiful. Planning and testing early will save you a lot of time ^^ Edit: Buildings are often not built as one piece, but as modular building blocks (wall, wall with window, wall with door, stairs, floor etc) as it allows level designers to create different variations of buildings without needing hundreds of uniquely built houses
@eastonwilliams17227 жыл бұрын
Stefan So if I were to build a house, I assume it would be best to build the basic floorplan/layout and have it empty? Then go in an insert my already made props or parts to make it unique? I would've thought say for archviz, or a simple level of a house they would make the whole thing in Max or Maya and go in UE4 to place the props, I can't see how it is possible to do walls, doors and such but I haven't gotten that far...
@planetweed6 жыл бұрын
Ut99 maps are almost always made exclusively with bsp , guess i could say : it's how unreal engine started some 20 years ago :)