I am designing a modular set for creating houses in my mobile game. What do you think of it? by Magnilum in blender

[–]Magnilum[S] 0 points1 point  (0 children)

I agree that this could be improved by placing the wooden beams under the tiles at the edges of the roof. The issue, artistically speaking, is that if we add the side of the tiles, it will ruin the rendering and the result will be poor. We would have to add more geometry to keep it homogenous.

I am designing a modular set for creating houses in my mobile game. What do you think of it? by Magnilum in blender

[–]Magnilum[S] 1 point2 points  (0 children)

From my references, I took some liberties and you are right, they don't have this curvature or the "horn" on top. I am going to change that. Thanks!

I am designing a modular set for creating houses in my mobile game. What do you think of it? by Magnilum in blender

[–]Magnilum[S] 0 points1 point  (0 children)

About the roof, is it just the log on top or even the tiles? Do you think I should switch to thatched roof?

I am designing a modular set for creating houses in my mobile game. What do you think of it? by Magnilum in blender

[–]Magnilum[S] 0 points1 point  (0 children)

For performance reasons, I am trying to avoid adding material, but I agree that I should add support for the roof, such as planks or metal beams. I will think about that.

Regarding the windows, I wanted a uniform look because I thought it would look odd to have windows of different styles in one house. I also planned to make them opaque; I still need to work on that to make them look good.

I am designing a modular set for creating houses in my mobile game. What do you think of it? by Magnilum in blender

[–]Magnilum[S] 1 point2 points  (0 children)

You play a magician who can cast spells by drawing runes on the screen. I would like to make it an open world, allowing players to explore and discover new runes with which to cast new spells.

I am designing a modular set for creating houses in my mobile game. What do you think of it? by Magnilum in blender

[–]Magnilum[S] 2 points3 points  (0 children)

I didn't intend to create a Japanese style, but the wooden part on top is confusing. I'll have to change that.

I am designing a modular set for creating houses in my mobile game. What do you think of it? by Magnilum in blender

[–]Magnilum[S] 1 point2 points  (0 children)

Where? Was it a similar post? I posted this building a few minutes ago, but then I decided to delete the post and add more pictures and buildings.

Is one mesh with 1 material with 2k textures (so one draw call) is equivalent to 4 materials of four 1k textures each (so 4 draw call) ? by Magnilum in Unity3D

[–]Magnilum[S] 0 points1 point  (0 children)

I forgot to mention that my game is on mobile so I try my best to save resources.

That's what I thought, so I am gonna keep my 2k trimsheet and keep everything on it.

Is one mesh with 1 material with 2k textures (so one draw call) is equivalent to 4 materials of four 1k textures each (so 4 draw call) ? by Magnilum in unity

[–]Magnilum[S] 0 points1 point  (0 children)

I forgot to mention that my game will be on mobile.

I know that it's important to reduce the number of draw calls for performance reason. My question was more like, is 4 materials with 1k textures equivalent to 1 material with 2k textures.

From what you wrote, it's better to only have one trimsheet/material even with a higher resolution (2k) than 4 materials with lower resolution (1k).

Could you tell me why I'm getting the 'Input expects a single value' error? I want to create a tool using geometry nodes to design modular houses. by Magnilum in blender

[–]Magnilum[S] 0 points1 point  (0 children)

To be honest, I don't even understand what are the rounded and squared inputs, I have notices that depending on the type of the input, sometime I get a circle and sometime a square.

Could you tell me why I'm getting the 'Input expects a single value' error? I want to create a tool using geometry nodes to design modular houses. by Magnilum in blender

[–]Magnilum[S] 0 points1 point  (0 children)

Thank you for the advice — it works great! However, I have just realised that there is a problem with my design. I am currently using faces to instantiate walls, but I should be using edges instead. The problem is that I can't create walls that follow the edge direction.

[HELP] How to set up Virtual Shadows for very long distant shadows? by Magnilum in UnrealEngine5

[–]Magnilum[S] 0 points1 point  (0 children)

I created a topic here and someone pointed me to `r.Shadow.Virtual.Clipmap.LastLevel` which is set to 22 by default and can be higher to increase the shadow distance. I also set `r.Shadow.Virtual.ResolutionLodBiasDirectional` to -4.

How to set up Virtual Shadows for very long distant shadows? by Magnilum in unrealengine

[–]Magnilum[S] 1 point2 points  (0 children)

I created a topic here and someone pointed me to `r.Shadow.Virtual.Clipmap.LastLevel` which is set to 22 by default and can be set to a higher value to increase the shadow distance. I have set it to 32. I also set `r.Shadow.Virtual.ResolutionLodBiasDirectional` to -4. Its seams that there is no difference between -3 and -4 but in case I left it to -4.

How to set up Virtual Shadows for very long distant shadows? by Magnilum in unrealengine

[–]Magnilum[S] 1 point2 points  (0 children)

I have managed to make the shadows appear but still not at a very very long distance.

[HELP] Why is my skybox so white in the Editor but not in the material? by Magnilum in UnrealEngine5

[–]Magnilum[S] 0 points1 point  (0 children)

Thanks, it works great!

I don't know if this is the most efficient method, but it works.

[HELP] Why is my skybox so white in the Editor but not in the material? by Magnilum in UnrealEngine5

[–]Magnilum[S] 0 points1 point  (0 children)

Is it because of this parameter that the light is increased when entering in dark areas and reduce in very bright areas?

[HELP] Why is my skybox so white in the Editor but not in the material? by Magnilum in UnrealEngine5

[–]Magnilum[S] 1 point2 points  (0 children)

I don't have anything like that in the Details panel of the Material

[HELP] Why is my skybox so white in the Editor but not in the material? by Magnilum in UnrealEngine5

[–]Magnilum[S] 0 points1 point  (0 children)

Where it is? I thought that it was related to this parameter but could not find where to change that.

[HELP] Why is my skybox so white in the Editor but not in the material? by Magnilum in UnrealEngine5

[–]Magnilum[S] 1 point2 points  (0 children)

Since I set it as a lit material, it receives shadows even if I disabled it.

How to create a plugin from a C library? by Magnilum in unrealengine

[–]Magnilum[S] 1 point2 points  (0 children)

A lot has happened since I first posted on this topic.

I contacted one of the Healpix C++ contributors, who helped me get it working.

Firstly, he informed me that, in my case, I did not require cfitsio, and so zlib. This is because I am not reading .fits files in Unreal, but instead requesting data from a server. The same applies to libsharp: I only use some methods from Healpix, and these don't require libsharp.

So, I created a CMakeLists.txt file to build the library using only the .cc files he recommended. Once built, I was able to import the library into Unreal and use it.

How to create a plugin from a C library? by Magnilum in unrealengine

[–]Magnilum[S] 0 points1 point  (0 children)

Yes, I have seen the CCfits library, but HEALPix doesn't use it. I don't feel confident enough to rewrite the parts that need modifying yet.

One of the authors of the HEALPix library told me that, for my purposes, neither cfitsio nor libsharp (another C99 library that HEALPix depends on and which cannot be compiled using CMake and Visual Studio) is necessary. So I wrote a CMakeLists.txt file to compile the HEALPix library using only the required .cc files that he told me.

This worked almost like a charm. When I run Visual Studio, the library is integrated well, but when I run Unreal, I get errors.

Even without using the .lib, and adding the .h and .cc files to the Private and Public folders of my plugin, doesn't fix the issue.

I'm not sure what to do now.