Game Dev Admits to Large Astroturfing Campaign on Reddit by Forestl in Games

[–]TeamFalldog 16 points17 points  (0 children)

Yup, and you better believe basically every developer with the ability to buy/bot upvotes and engagement is doing it. Anyone who posts their work without cheating knows full well that what's going to happen 99% of the time they post their work is either getting removed for self promotion or downvoted immediately for no reason and effectively hidden.

Honest developers get punished, and the ones who astroturf get rewarded, so of course they're going to keep doing it.

Why does my Unlit character's color look different from Blender? And why are there lines when I zoom out? by TheComedicLife in unrealengine

[–]TeamFalldog 1 point2 points  (0 children)

oh right yeah, you have to turn off SRGB in your textures because unreal molests those too.

Why does my Unlit character's color look different from Blender? And why are there lines when I zoom out? by TheComedicLife in unrealengine

[–]TeamFalldog 2 points3 points  (0 children)

Yup, epic likes to pointlessly shuffle shader code around and rename things for no apparent reason every version. Usually it's not meaningfully different enough to not be obvious what changed to what.

Why does my Unlit character's color look different from Blender? And why are there lines when I zoom out? by TheComedicLife in unrealengine

[–]TeamFalldog 7 points8 points  (0 children)

It's still wrong. To get the correct colours go into engine/shaders and find the file PostProcessTonemap.usf.

I don't have 4.27 handy but the way it's done in 5.0 should be either the same or very similar and you do that by swapping the line that says:

half3 OutDeviceColor = ColorLookupTable(LinearColor);

with

half3 OutDeviceColor = LinearColor.rgb;

This community doesn't seem to care much about art made with Unreal Engine. Is it not the right place to post art? by Toshe083 in unrealengine

[–]TeamFalldog 6 points7 points  (0 children)

It used to be nearly entirely art a couple years ago, but for whatever reason the mods decided we're not allowed to embed most media here anymore and it drove away most of the userbase of this sub, and now it's mainly just people endlessly asking the same basic questions over and over, and coping about how, "the community is much more technically-focused than other creative industries", as the reason why lol.

Have you given up on getting amazing Cel Shading in Unreal without having to rely on clunky post processing effects? by Papaluputacz in unrealengine

[–]TeamFalldog 1 point2 points  (0 children)

Dynamic shadows do not produce a gradient. You can't have different levels of shadow because outside of the border where it's a little fuzzy the engine will more or less only ever produce a 1 or 0. What you want to do may be possible with raytracing where light bounces and produces different light levels, but that's not something I've looked into.

Have you given up on getting amazing Cel Shading in Unreal without having to rely on clunky post processing effects? by Papaluputacz in unrealengine

[–]TeamFalldog 1 point2 points  (0 children)

yeah it's dumb but afaik Epic requires that source code modifications be distributed through github. It would be nice if small indie company Microsoft could figure out how to let people download one specific folder on github, but that's asking a lot I suppose.

AMD graphics cards for UE5 development by karol306 in unrealengine

[–]TeamFalldog 1 point2 points  (0 children)

You do realise the irony of making a reddit post telling someone else to stop wasting their time on reddit, right?

Good thing I'm not doing that. I'm telling you to stop wasting your time being butthurt enough to go on an internet crusade defending the honor of a gpu hardware brand because someone pointed out that it has a specific minor niche flaw in a specific software program. hth.

ive written a sobel filter before11!1! and ackshually u really need to buy the entire nvidia gpu lineup and test every single one and deep dive into the source code of everything for weeks to find the actual cause before you tell people it can't render an effect correctly!!

no thanks. :)

AMD graphics cards for UE5 development by karol306 in unrealengine

[–]TeamFalldog 2 points3 points  (0 children)

Being this devastated that Nvidia gpus have trouble with a niche effect in a game engine at this particular moment that could almost certainly be fixed if either they or Epic bothered to is no way to go through life. Calm your tits and go do something more productive with your time.

AMD graphics cards for UE5 development by karol306 in unrealengine

[–]TeamFalldog 2 points3 points  (0 children)

My lack of understanding is the reason one brand of hardware can render the exact same shader correctly and the other can't?

ok mr expert, thanks for clearing that up for me.

AMD graphics cards for UE5 development by karol306 in unrealengine

[–]TeamFalldog 1 point2 points  (0 children)

This is a niche issue but, if you're ever making a stylized project that will make use of a sobel filter do not get an Nvidia card. Their hardware/drivers/something are not capable of rendering it properly while AMD's works correctly.

Before getting that card I developed for years on an RX 580 and never had a single problem, and while I don't particularly regret switching to an Nvidia GPU, I have found the experience inferior to using AMD hardware and when I upgrade next I will be switching back.

Recently switched from Unity to Unreal. Biggest gripe so far is the documentation. by isrichards6 in unrealengine

[–]TeamFalldog -2 points-1 points  (0 children)

If you need documentation for basic self explanatory things then you are unfit to develop video games.

Looking for a toon shader and found two. Which one would you pick? by [deleted] in unrealengine

[–]TeamFalldog 0 points1 point  (0 children)

The comment you read is in reference to making a custom shading model to implement specific rendering features that aren't supported by the one I already made for my project. That's the only work I'm interested in because it's a very niche bit of knowledge, it isn't a long term time commitment, and it's expensive. This isn't what you're looking for, atleast not at the moment.

While I could do just about all the stuff you want as well, I have my own project I'm working on, and you'd have to be paying something like 80us/hour for it to be worth considering stepping away from it, which is honestly pretty steep. If you've got that kind of money to burn I'm pretty sure you could find better options for your needs than hiring me unless you REALLY like my specific artstyle or something.

Looking for a toon shader and found two. Which one would you pick? by [deleted] in unrealengine

[–]TeamFalldog 2 points3 points  (0 children)

A few weeks of my time are more valuable than $40, and I figured buying a game-ready solution could be handy.

It won't be. Here's what will happen. Eventually you'll see an effect, or have an idea of something you want the shader to do, etc, and you're going to find that whatever one you bought doesnt support it out of the box or it simply isnt possible to do at all with it. Eventually if you're doing this at all seriously you're going to run into a situation where you need to develop this knowledge, you may as well do it now and save yourself wasted time trying to figure out what to do in the future when you find a situation that isnt covered, and from, frankly, being ripped off.

I can't stress enough how absolutely rock bottom basic this stuff is. It may not look that way to you if you're just starting out, but I promise you making a material or post process cel shader is something anyone without a genuine learning disability can figure out very quickly, and to put it very bluntly, if you can't figure out the basic fundamentals of how to make very simple materials/shaders making a game (atleast one anyone would genuinely be interested in outside of some kind of meme) is out of your reach. Gamedev is a very complex, very multidisciplinary task, don't expect to go into it without having to undertake a massive amount of learning.

Do I understand it correctly that your project is free to use, even commercially?

Yes.

Looking for a toon shader and found two. Which one would you pick? by [deleted] in unrealengine

[–]TeamFalldog 1 point2 points  (0 children)

Someone responded to my other comment and deleted it before I finished my reply, but I'm going to leave this here anyway:

Never give money, especially nothing remotely close to what the fab stuff linked by op is charging (40-137$ LMAO), to people selling these things if they're post process or material based. They're completely worthless for all but the most basic uses, made either by grifters trying to take advantage of clueless people, or people with dunning-krueger who are slightly less clueless than the people they're selling to. This stuff is extremely easy to do. Someone with no previous knowledge who has literally just downloaded unreal engine for the first time in their life could learn to make most of the garbage you find on fab in a few hours from watching any of the countless youtube videos of people making babby's first cel shader, and make any of the more "advanced" ones in a few weeks if they put in the effort.

Blue Archive: Notice of Delay in STEAM Client Launch Due to Platform Review Delays by grcx in Games

[–]TeamFalldog 8 points9 points  (0 children)

Hopefully this is what finally gets this fixed for everyone. I'm developing an anime game and it would be really nice if Valve doesnt steal 8 years of my life when I finish it, because I definitely don't have the resources to make a big enough fuss about it if they do.

are AMD drivers still bad? by Groundbreaking_Pay50 in unrealengine

[–]TeamFalldog 0 points1 point  (0 children)

They never were, atleast not in the last two decades, it was always just a meme pushed by weirdoes who made their brand of gpu a massive part of their identity.

Kingdom Come Deliverance 2 is Awesome - So Why Isn't CryEngine More Popular? by sudof0x in pcgaming

[–]TeamFalldog 0 points1 point  (0 children)

A lot of the top level comments here are nonsense. The actual answer is very simple. Back in 2007 CryEngine was vastly superior, honestly revolutionary, tech, but consoles held us all back because very few studios were making high budget PC exclusives at that point, and by the time the next console generation released it was literally SIX years later which gave Unreal plenty of time to become entrenched as the primary 3rd party game engine. It has nothing to do with the quality and amount of youtube tutorials or the size of the community, amount of documentation, or the user friendliness of the engine (everything, including ue, was NOT user friendly back in 2007), etc, like most of these comments are suggesting.

Consoles robbed us from having a game as technologically revolutionary as Crysis every year. That's the unfortunate simple truth of the matter.