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Nice menu... but less intuitive than UE 4 with Blueprints, Blender etc.

  • Supposer

    Most of this shouldn't be in the "how do I?" section. Feedback and feature requests should be in the feedback section.

    1. Does the Far Cry editor use a controller?

    2. Sharp edges are possible. If they need to get super thin, you can up the sculpt detail so it looks right.

    Smooth object surfaces are possible using soft blend.

    You can adjust the finish and colours so it doesn't look matt.

    It isn't using raytracing, so there's going to be some compromises as to how it is rendered and how it looks. I think metallic generally uses the sky, with higher contrast. This tends to look pretty metallic to me.

    The "fog" gives a sense of volumetric light scattering, where things further away look hazy and blueish. You can adjust the distance this starts at in the sun & sky gadget.

    Not sure what a "switchable ground" is.

    There are fog gadgets. You can move them around, or you can leave them still. You can adjust so the fog gently shifts, or turn that off.

    I don't understand about black and white. Is that a feature you want added, a black and white mode or something? How would it make the PS4 use less power?

    Creating your own menus isn't a necessary feature for a toolset. The most important thing is that the tools are there, and you know where to find them.

    What do you mean by switching a menu with an object?

    What "dummy" are you talking about? You can add a puppet to the scene in gadgets > game gear > puppet.

    No idea what "own creations will that be all" means. You can create collections of objects. You can even have collections within collections, if you'd like to categorise things further. Or place all of one type in one area and add text next to them to label the category. And you can give individual items their own names. There is also a search function in multiple places to search your own creations.

    What do you mean by creating your own tools? Do you mean programming entirely new functionality? I'm guessing that would be very problematic where Sony is concerned; why would they trust you to not brick the hardware?

    Maybe you mean microchip logic? You cannot add those to the toolbar, but they're always just a search away.

    Things work differently to UE4, and to most game engines. But the same things are possible, if you take the time to figure it out.

    You cannot sculpt a shape and then use that shape to sculpt other things. The details are a bit much to go into right now, but the gist is: a sculpt is a list of edits, used to recreate the sculpt from scratch when the sculpt is loaded into memory. This allows for small downloads but huge flexibility for the tools and complexity for the sculpts themselves. But it means you can't do things like using one sculpt as a shape to sculpt something else without really messing things up.

    To figure out sizes, you can use the ruler gadget (in tools > game gear I think). Just drag it out to the same size as the thing you want to measure, and it tells you what that length is.

    To make something that is the right scale for a character, you can simply have a character there and scale it next to them for reference. And you can easily test out the stairs to see if it works correctly.

    To make sure things line up correctly, you can always use the grid.

    Not sure what you mean about making a 2D thing. You can place a flat surface, then create a new thing using "snap to surface," and it will all be on that one plane. Don't know if that helps?

    It sounds like you want a sort of "lathe" that spins a shape around a central axis to create an object. You can do this. If you create a lathe-like setup that spins itself around, then you can play time and sculpt into it--just like you would in the real world. Pretty cool, if you ask me.

    If you only think in terms of polygons, then you won't get on very well in Dreams. There are no polygons whatsoever in Dreams. So there are no vectors and edges to manipulate. If you miss it bad enough for that to be a deal breaker, then there are plenty of other engines that do that.

    You can turn a music clip's window into "piano roll" mode and edit as you would on a PC. Use the "Draw Notes" tool to draw new notes onto the piano roll.

    In the piano roll, there are white dots around the place. These are snap points in time. Use L1 + up/down to adjust the timing of these to 8th or 16th notes. When you don't have the draw notes tool selected, you can move notes around just as you would in the rest of the game. And you can drag from the right edge to adjust the note's length.

    I don't really understand what you're talking about with the "single notes gimmick" and so on.

  • Sir-Green-Day

    Um, you can do 99% if what you're complaining about.

    - You can definitely make razor sharp edges.

    - You can make fliders and name them and put anything you want in them.

    Its obvious that you haven't looked at the menus carefully or you would have seen the VERY OBVIOUS Create Collection option that let's you create new Collections, or folders.

    Have you done the tutorials?

    I'm trying not to sound negative, but there are people that don't do tutorials, skip through the pop-up tutorials etc and then go on forums and complain that this doesn't exist, etc.

  • SwissEnforcer

    “Things work differently to UE4, and to most game engines. But the same things are possible, if you take the time to figure it out“
    If you mean... Then you can safely tell me how I can create a realistic water surface. (Physically correct waves exist since about waverace64)

    Or how I can deform what?

    Or a waving flag that moves and flutters in different directions according to wind and wind force? And collides with character or other object when touched?

    There are many ways to create or simulate a mirror including mirror image. Can you show me a way that works in Dreams?

    Camera... I didn't find a "bluescreen" that shows the shot.

    Sharp edge works? How many objects of different sizes do you want to overlap? How long do they need for a clean surface without structural interruption with a clean fine edge? 3 hours? How long does this work with ue4 etc? 2 seconds?

    I just want to understand how to get such an engine, which is so complicated to handle. And the simplest things that could be represented in games from the last millennium don't work in Dreams in 2019.

    That's more than sad.

    I don't want to do it badly, but I don't see a single advantage that this engine has over others.



    At the time I was trying to simulate a mirror or a physical water surface, every kid would have built the whole Smurf village with every other 3D game engine.



    And that with the stairs and the height including the angle... I think you just don't understand certain things. In the real world there are standards. Which is mostly of a mathematical nature. Small thought-provoking impulse... They obstruct steps that are "only" 2 cm too high. they change their motion sequence (in the game the animation does not fit any more).

    you change the length of the stairs by reducing the size of the steps, but also the length of the whole staircase. If you still have an object like the railing, the height decreases and doesn't fit anymore to the game model... And that's what you want to find out with every staircase? For every object that has to fit with another object in size?

    You build a sword including swing-

    animation etc. Finally you realize that it is too big for your char... What do they have to change? And this without units of measurement? Hit radius, animation, special effects, sheath on the belt, animation of the sword worn on the body... Aniation as the Char draws the sword... Looking for the individual stuck circuits and switches? Is that what you want? The main thing is no polygons, vectors and a tidy, supersocial interface?

  • intrepidis

    Dreams is just a game, not a professional development environment. It's just for players to have a go at making their own game. It's supposed to be as simple as possible, akin to Little Big Planet. You can't sell anything you've made using this as a standalone product.

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