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TorQueMoD
Canada
Registrace 30. 11. 2006
Various tutorials and videos on Game Design and other computer related subjects
Why the 30% Royalty Devs lose to Steam Doesn't Make Sense
Sign the petition! chng.it/BbYbpjfTJ7
In this video, I explain why Valve's 30% Royalty cut that developers pay when selling their games on Steam makes no sense. Support Indie Devs and let's tell Valve to stop being greedy!
In this video, I explain why Valve's 30% Royalty cut that developers pay when selling their games on Steam makes no sense. Support Indie Devs and let's tell Valve to stop being greedy!
zhlédnutí: 90
Video
3ds Max Hair And Fur Guides From Spline
zhlédnutí 19Před dnem
A very short video showing how you can use a spline of your own creation to recomb the Hair and Fur guides.
Unreal Engine 5/4 - Searching Through Blueprints - How to find where to make modifications
zhlédnutí 68Před 14 dny
In this tutorial, I show how to use the Search Function inside Unreal to find where to make modifications to someone else's blueprint code.
Unreal Engine 5/4 - Sparkles/Glitter effect for your materials - Perfect for Snow!
zhlédnutí 343Před měsícem
A tutorial that covers the process of making an effect that you can apply to your materials to add sparkles or glitter. Shout out to Dylan Meville (apologies I didn't figure out it was your last name until after recording) czcams.com/video/kZh7r7BCsYU/video.htmlsi=PqMOArfTQ3J79Msy and Ben Cloward: czcams.com/video/TCz-fKJS3wI/video.htmlsi=IzeoflyDubcMumVC for their tutorials that got me 90% of ...
Unreal Engine 5/4 - Don't use Casting - This cheap alternative is much faster!
zhlédnutí 460Před 2 měsíci
Showing a simple yet very powerful alternative to using the Cast To node in Unreal Blueprints.
Unreal Engine 5/4 - Save The State of Physics Simulated Objects - Rapid Set Dressing!
zhlédnutí 546Před 2 měsíci
This quick video shows a hidden feature of Unreal Engine for rapidly set-dressing your environments. Just Press "K" on your keyboard with the simulated objects selected to save the transforms (position and rotation).
Asset Flips Are Not What You Think They Are
zhlédnutí 337Před 2 měsíci
Gamers not understanding what an Asset Flip actually is has been bothering me for a long time, and I wanted to explain the difference.
Unreal Engine 5 (and 4) Tutorial - Best Flashlight! - Left 4 Dead Style Object Shadows - Part 2
zhlédnutí 696Před 6 měsíci
This is the second part to my UE5/4 flashlight tutorial. Here we add some great special effects and make the shadows pop like in Left 4 Dead. Part 1: czcams.com/video/VfPkloY6gZ0/video.html Download the free for commercial use assets: drive.google.com/file/d/1A3DV3Wp55oNz7eAVaTm6MBJBuS61S-9W/view?usp=drive_link 0:00 - 0:22 - Intro 0:23 - 3:37 - Adding a light function to our spotlight 3:28 - 14...
Unreal Engine 5 (and 4) Tutorial - Best Flashlight! - Light Follows Camera - Part 1
zhlédnutí 331Před 6 měsíci
This tutorial was inspired by Matt Aspland's Flashlight tutorial: czcams.com/video/Fn9M77PW9oA/video.htmlsi=xXLvo-btGowLoHZs I think this method is an improvement on his design. Part 2 - czcams.com/video/VfPkloY6gZ0/video.htmlsi=OJ0Y6N2hmDP9ptgr 0:00 - 1:14 - Intro 1:15 - 3:24 - Adding the gun to the FP Character Blueprint 3:25 - 8:28 - Adding the flashlight with rotation lag 8:29 - 10:48 - Tog...
L.A.P.D. 2195 - MP Level Block-in
zhlédnutí 87Před 8 měsíci
Working on the block-in for the first MP level for my indie game L.A.P.D. 2195. This is only 1/2 of the map (the blue team's side). Lots more work to go, but I'm happy with the layout and scale so far :)
7 Days To Die - Motion Sensors Cannot Connect Via Relays
zhlédnutí 47Před 8 měsíci
Seems like a bug to me. This should work, but it doesn't.
Video Game Design Discussion - Doors With NPCs - A Possible Solution
zhlédnutí 97Před 11 měsíci
In this video I show the specific use case where I ran into an issue with NPCs getting caught up on doors, and doors closing on them when they tried to go through, and my simple solution. 0:00 - Intro 0:44 - Usage Example 2:05 - My Solution 6:46 - Outro
Unreal Engine 5/4 - Rain Effects And Rain Volumes - HIGH FPS TORRENTIAL RAIN!
zhlédnutí 1,5KPřed 11 měsíci
In this tutorial, I show how you can create a simple material function for a cool effect of rain running down a surface as well as a more efficient way to create a torrential rain effect with Niagara. 0:00 - Intro 0:40 - Water Running And Wetness Material Function 11:48 - Niagara Rain Particle System 14:00 - Creating the Rain Volume Mesh 19:42 - Niagara Mesh Emitter Particle System 20:40 - Crea...
Unreal Engine 5/4 - Animating MetaHuman Face Morphs Without The Control Rig
zhlédnutí 1,8KPřed rokem
In this video, I show how you can animate Facial Morphs with animation curves instead of using a Control Rig. This works for MetaHuman and any skeletal mesh with Morph Targets.
Beast Mode: Night of the Werewolf - NewGameplay Update Preview
zhlédnutí 105Před rokem
Beast Mode: Night of the Werewolf - NewGameplay Update Preview
Unreal Engine 5/4 - Create Fire Light Flicker With A Light Function Material
zhlédnutí 9KPřed rokem
Unreal Engine 5/4 - Create Fire Light Flicker With A Light Function Material
Unreal Engine 5/4 - Grouping sucks! Use This More Powerful Method!
zhlédnutí 999Před rokem
Unreal Engine 5/4 - Grouping sucks! Use This More Powerful Method!
Unreal Engine 4 and 5 - FPS Weapon Render Fix - Stop Your Weapons From Clipping Through Walls!
zhlédnutí 6KPřed rokem
Unreal Engine 4 and 5 - FPS Weapon Render Fix - Stop Your Weapons From Clipping Through Walls!
UE 4/5 - Recreating The Crate Bounce Effect From Crash Bandicoot 4
zhlédnutí 280Před rokem
UE 4/5 - Recreating The Crate Bounce Effect From Crash Bandicoot 4
Unreal Engine 5/4 - Casting Explained In Detailed, Simple, Easy To Understand Terms For Beginners
zhlédnutí 287Před rokem
Unreal Engine 5/4 - Casting Explained In Detailed, Simple, Easy To Understand Terms For Beginners
UE4/5 - Find Nearest/Closest Point On Navmesh
zhlédnutí 3,4KPřed rokem
UE4/5 - Find Nearest/Closest Point On Navmesh
Unreal Engine 4 and 5 - Update ANY Plugin To ANY Engine Version in less than 10 minutes!
zhlédnutí 8KPřed rokem
Unreal Engine 4 and 5 - Update ANY Plugin To ANY Engine Version in less than 10 minutes!
How To Model Complex Joinery The Easy Way!
zhlédnutí 122Před rokem
How To Model Complex Joinery The Easy Way!
Silhouette: Chapter One - New Mission Gameplay
zhlédnutí 69Před rokem
Silhouette: Chapter One - New Mission Gameplay
3Ds Max Tutorial - Using The Morpher Modifier For Some Basic Animations - No Rigging Required.
zhlédnutí 81Před rokem
3Ds Max Tutorial - Using The Morpher Modifier For Some Basic Animations - No Rigging Required.
UE 4/5 - In-Depth Beginner Multiplayer Tutorial - Randomize A.I. Skeletal Mesh with Replication
zhlédnutí 342Před rokem
UE 4/5 - In-Depth Beginner Multiplayer Tutorial - Randomize A.I. Skeletal Mesh with Replication
Unreal Engine 4/5 - Impact Component - Easily Implement Impact Sounds &FX for Any Actor.
zhlédnutí 1,4KPřed rokem
Unreal Engine 4/5 - Impact Component - Easily Implement Impact Sounds &FX for Any Actor.
Unreal 4/5 - Actor Component Tutorial - Modular Health And Damage System For Any Actor!
zhlédnutí 497Před rokem
Unreal 4/5 - Actor Component Tutorial - Modular Health And Damage System For Any Actor!
Illustrator To Photoshop PSD - Keep All Of Your Layers And Groups!
zhlédnutí 895Před rokem
Illustrator To Photoshop PSD - Keep All Of Your Layers And Groups!
Unreal Engine 4 and 5 - Pro Tip For Assigning A Single Material To Multiple Meshes!
zhlédnutí 3,5KPřed rokem
Unreal Engine 4 and 5 - Pro Tip For Assigning A Single Material To Multiple Meshes!
well got it to some what to work but when i turn the plugin on its saying The following modules are missing or built with a different engine version: SuperMap SuperMapSamples Engine modules cannot be compiled at runtime. Please build through your IDE.
Yeah, I had a similar issue with a plug-in yesterday. If you know how to run the bat file in command prompt do that and it’ll give you a specific error. Sometimes it’s due to not having the correct msvc version, or missing other files. Also I didn’t realize you need ms visual studio installed so you can download the community edition for free. I wasn’t able to get my plugin yesterday to work though. Maybe some don’t have the required components for you to rebuild? I’m not a programmer so it’s beyond me.
im on 5.4 and wanna update some 5.3 to 5.4 after i install the 5.3 and update everything that use 5.3 to 5.4 do i need to keep the 5.3 engine installed ?
No. Once you've done the conversion and moved the plugin to your 5.4 folder, you don't need the 5.3 engine installed.
I prefer pluging it into emissive rather then metallic. That way you don't change the base material. I would really like a version of this that would work with World Align Texture because if you have and object that is scaled more in one directions then the sparkles stretch, giving an unwanted effect.
If it's emissive though it will show in the shadowed areas which is not how sparkles work. They are reflecting light so they won't be visible in shadowed areas. Making this with World Aligned textures would just be a matter of adjusting the Texture Samples into Texture Object Parameters and going through the standard World Aligned material creation. Here's a great tutorial on creating properly world aligned textures (the default nodes aren't created properly) : czcams.com/video/Cq5H59G-DHI/video.htmlsi=Ogg3L6WSOpL8puLN
@@TorQueMoD Yeah, but isn't this why you are multiplaying it by the "LightMask"? So only the parts in the light are showing? Maybe there is something I am missing but it looks to work fine in my project. I'm pretty much a beginner. I already watched the linked video and it went way over my head. I'll try to figure it out but I probably won't tbh...
A lot of it is also advertisement. People check out games on steam. Try releasing a game on your own website somewhere instead of steam and see the results. You're not forced to publish your game on there, you do it while agreeing to the terms. I'd also like to buy a house for 50% less, but that's not how it works. I need to find a cheaper house or build one myself.
I wouldn't call anything that Valve offers advertising, because that implies the amount of money you put into it can affect the results. Steam uses a popularity system, so the games that hit the front page of the store are ones that are selling well in their first week, and then Steam gives more exposure based on their purchase algorithms. This is why everyone says you want 10K wishlists minimum before launch. The sad reality is there's nothing you can do to control your exposure on the platform. If you haven't built your audience outside of the platform before it goes on sale, organic growth on the platform is all but impossible. They give you "marketing" campaigns that you can use to try to increase exposure, but they're all but useless in the sea of games released each year.
straight to the point, thanks
I totally understand your point, and especially the part where they reduce the cut for higher earnings is quite strange of them to do, BUT Steam does infact provide tons of benefits to users and developers including, but not limited to: effectively unlimited servers really quick and good support a great launcher achievements and community assets other more niche features like steam remote play (and the fact that having your game be on the biggest platform might just help sales) Another thing that I would say is that the example of 5 million USD in sales is quite a high mark for an indie dev to reach already, and they do still keep 70%
Yes, I do agree that steam has a lot of benefits, however, not every game will use all of said benefits. Also 30% for distribution alone is outrageous. It used to be that discovery was good because of the large user base, but now that there are thousands of games released every year, there is no benefit anymore.
@@TorQueMoD True, a lot of games simply won't be able to make use of a lot of the benefits steam offers. But if a developer really is in a situation where the trade-off is not worth it, switching to a different distributor might be a good option.
@@TorQueMoD but you can still put your game on other platforms so I don't see your issue with that, if your game becomes successful steam will be the largest distro and in that case you would definitely be wanting to use those benefits that steam provides. fuck, you can even tell people buying from another platform lets you keep a higher share, some people will do it. in anycase you can have your game on many platforms so why not have the best of all worlds?
@@bnane42 But, as everyone knows Steam is the #1 platform and a lot of gamers refuse to buy games anywhere else. I wish Valve would implement a sliding scale royalty system. $1 - $100,000 you pay 10% $101,000 - $5m you pay 15% then they could charge more in the mid tiers like $5m+ - $20m 30% or whatever, and then when you break X barrier ($20m) you drop down again to whatever they charge the AAA studios. In the current system, indie devs are subsidizing the AAA company discounts.
@@defos8692c Well, some other platforms do charge less, so there really isn't a need to try to get them to change. I'm only singling out Valve because they're the big dogs on PC and they're the ones who started the industry standard of 30% to begin with.
Shut up and go make a quirky earth bound inspired rpg about depression or something. 30% is pretty reasonable considering 80% of indie games are shovelware anyway.
Sign the petition! chng.it/BbYbpjfTJ7 Support Indie Devs and let's tell Valve to stop being greedy!
Hey! I'm pretty new to materials, mostly been doing backend dev stuff, so maybe this is an easy question. My one issue with this type of flicker is if you've got multiple sources they all get sync-ed up. Is there a way to add some sort of random seed or something to each instance of this so they flicker at different rates? I know I can make a bunch of different materials and have it randomly select from them, but i'd like to be able to dynamically do it. I'm not sure if i can expose a variable in the material instance to BP and have each actor feed it a number? Any suggestions? The Material Graph is foreign to me, lol
Yeah, so the Flicker time is what determines the speed of the flicker (it's allowing you to make the game time faster if greater than 1 or slower if less than 1), so if you make a material instance (right click in Content browser and choose Make Instance) then you can adjust the flicker time for any instance. If you want it to automatically choose a random time you can either use the Per Instance Random node which will pick a random value for every copy you put in the world, or instead of the Flicker time, use "random float in range" and then set the min to be .5 and max to be 2 or something like that and you'll get anywhere between half as fast to twice as fast.
Thank you so much
Unfortunately, think I am switching back to Unity
LET THERE BE LIGHT !
I really like this breakdown
Having a single master material isnt actually faster to render. Because it leads to the usage of static switches which is exactly what causes more shader permutations ergo stutters and performance issues across the board
Really? I thought the whole point of a static switch was that it's static so it's not expensive.
Actually, I looked into it further and this isn't true. Static switch parameters as the name suggests are static so they're compiled and don't affect performance at all during runtime. They can cause you to need to recompile shaders in your project if you switch the master material's default and it affects everything down the line, but it has no performance cost during runtime. Here's a Reddit post where they discuss this. www.reddit.com/r/unrealengine/comments/16devik/is_it_a_good_idea_to_staticswitches_in_material/
@@TorQueMoD Wrong. This is even explained on the official manual -On the other hand, a new version of the material must be compiled out for every used combination of static parameters in a material, which can lead to a shader explosion if abused.Try to minimize the number of static parameters in the material and the number of permutations of those static parameters that are actually used.
@@Pix256 lol Double wrong. You're quoting from the documentation and leaving out the part mentioned literally one sentence above where you got your quote from where they say that Static Swith Parameters are compiled and therefore free at runtime. I'll quote it here too. "This parameter is named static because it cannot change at runtime; it can only be set in the Material Instance Editor. Static Switches are applied at compile time, not at runtime. This means that whatever branch of the Material was dropped is never executed, so static switches are effectively free at runtime. On the other hand, a new version of the Material must be compiled for every used combination of static parameters in a Material, which can lead to a massive increase in shader permutations if abused. Try to minimize the number of static parameters in the Material and the number of permutations of those static parameters that are actually used." Yes, they can cause your shader compiles to take longer "If abused", but it does not affect runtime performance. Also, notice the "If abused" part. They don't say not to use them otherwise why would they implement them into the engine? They just mean don't create a giant nest of 30 switches which should be obvious because material parameters exist for a reason. I used one static switch in a material function. This will not affect anything adversely. dev.epicgames.com/documentation/en-us/unreal-engine/material-parameter-expressions-in-unreal-engine?application_version=5.1
@@TorQueMoD What ? You are lacking essential shader knwledge. Yes they are compiled into different permutations. Thats why you get more shader permutattions with static switches. Sorry but you are really ignorant on this topic, this is basic stuff
Great solution! It may be niche, but I was facing exactly this problem too, working on a strategy game where units are arranged in squads. Your solution greatly helped me find my own workaround for this problem. Thank you very much! =)
shadows is broke
In what way? Take a screenshot and upload to imgur so I can see.
Good stuff! And thanks for posting an update! Legend
Bro, thank verrrryryrryryryrryr
Thank you still works great for ue 5
I feel like you know this, but people misunderstand the "Cost" of Casting. It's having to load the Class you're accessing in the blueprint, not the node or anything it's doing. I.e. if the player has a Cast to all of your Intractable Objects, and they're large classes, they would be loaded at all times. Using the Tag avoids that, but only avoids that part of the performance equation.
i actually use BPIs as a form of checking ^^ (check if implemented) good to know there is a easier way! thanks!
Yeah if you use casting for this you'd be wrong because it was never even a real use case for casting to begin with.
Since you're just doing an equality check, why not just get the class (pull from object and 'get class' node) of each and check if equal. You should use class comparison rather then casting for simple class checks if you don't need to access the casted object's data. If you wish to access data from the player you would likely still need to use casting/ interfaces/ components.
Yeah...My video is about not using casting, just a quick alternative in this specific instance. Tags are faster/more simple because it's not class specific. I'm planing an updated Interface tutorial at some point.
Wouldn't the cost be exponentially higher if you have more objects with that tag
No, it just does a compare if the name of the tag matches, which is very cheap. Also, the casted class does not get loaded if it is not used.
@@tmdquentin5095 thanks
It's not like get actor of class. It's literally just checking to see if the tag is present inside the overlapped actor, and if yes, it passes the check.
Thanx for the info good to know
On 02:34 you can use Open file location on context menu.
You're right, I totally missed that :P
This was super helpful.. Thanks!
Does anyone know how to place several in the scene without them flickering in sync?
Two options: there’s a Per Instance node that you can use to make the time different for each instance, or you can just use a “random float in range” for the time multiplier and set the min to something like 0.9 and max to 1.2 and each one will flicker at a different speed.
Man another great video Is there any button in UI alternative to the "K" Shortcut ? Ok there is, (putting it down if anyone else wanna know) After selecting the simulated objects --> right clicking the selected --> and press "Keep Simulation Changes"
I didn't notice that! Awesome :)
Nice tutorial, keep up the good work
elitist gamers and brazen ignorance, name a more iconic duo
You did an excellent job at showing how to set up a custom actor component with modular functionality.
Damage types for PVP and PVE, useful for tracking who is doing what damage. If another player or NPC or if player falls into lava pit. Kill Feeds UI for a game. Custom damage types are also useful for determining what is physical VS magical damage and calculating that against any resistance stats. There is a wide variety of common use cases, it is far from being overkill.
i need each layer to remain vector smart object in photoshop. is it possible?
Photoshop is not a vector image editor, so no.
Truth be told, I've never actually met anyone who didn't ACTUALLY know what an asset flipped game was (but my circle of talking is very small ahaha) I'm sorry your game got put down with asset flipping :( I know some devs who sit modifying over and over again anything they buy to try and not be accused of it, its crazy!
Yeah it is. I'm less concerned with myself than other devs. I just used my own game as an example because I didn't want to drag anyone else's project under the bus with me :P But thanks for your sympathy.
Don't create videos about things you don't know. "Asset flip" is when a developer buys an asset from another developer NOT to use it in their final project but to change it a little bit and re publish it as an asset again. It's happening alot, it's a copyright violation and Epic games, for example, emphasizes alot about it in their marketplace developer user agreement. Hopefully now you learned something...
No, an asset flip is not reselling an asset on a marketplace, though yes, that does happen. If you think that's what an asset flip is, why would people be calling out games for being asset flips on Steam? What you are describing is as you said, a copyright violation, but that's not an asset flip as it relates to games.
I've never heard of modifying an asset to re-sell as asset flipping 🤔 Theft sure, but not asset flipping
I'd call this a pretty harsh "um, actually" backfire, but the reality is one of the main things people seem to do over time is redefine words. So even if you are right about what something means today, that's probably not going to stay that way as time goes on. Arguing over semantics is ultimately a waste of time in this context
Thanks man for continuing to upload. Great video as always Your upload timing is a little weird though. You always seem to post videos about the topic I need at that time.
Interesting. Clearly we’re both interested in similar subject matter
Some ordinary gamers had a video on this topic a while back
Good. More people should be talking about this :)
Hey, Tim, it's us, everyone. Oh, wait, wrong channel.
When I enter the name it just closes and does nothing
For anyone using Unreal 5, and having a problem with the FOV parameter, simply normalize the resulting value of the tangent node.
This is a super clean example of how the Morpher modifier works! Thanks a bunch for showing us :)
This is great! Thank you!
Jack french took down his tutorial pls upload full tutorial
I don't have Jack's video, but you don't need it. Just replicate everything shown in mine and you've got the same result, but better because I made it into a material function.
@@TorQueMoD aren’t there any custom nodes in Jack’s video?
Ty so much! Amazing tutorials!
i bit more randomness in the flickering would be nice
Isn't quite what I was searching for, but I like your tutorial style. It's very comprehensive, and would be great for those with little experience. You get a like just for your personality and obvious patience. :) Thanks for the video!
Thanks. What is it that you were looking for?
@@TorQueMoD Was looking for how unreal engine handles the 'On Hit' event for objects and actors, what can set it off, how to modify it. It's surprisingly hard to find documentation on specifically. I've found most people just write their own events in a similar way, but I was wondering why, and why not use something specific to the engine? Eventually I ran across UE's documentation for the overall events of actors, and found a quick reference to it. I still don't understand why it's not used more often, I suspect because it's triggered by anything if you don't use a tag, but I'll figure that out eventually too, I'm sure, hehe. :) Anyway, thanks again! Keep up the good work!