Author : JasonLavoie

TF2: Polycount Pack

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Mypeople's Avatar
Old (#1176)
thanks for the heads up rurouni.
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fearian's Avatar
Old (#1177)
that motion blur looks sexy!
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3DRyan's Avatar
Old (#1178)
IS EXCITE!
LOLOL
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Momo's Avatar
Old (#1179)
Quote:
Originally Posted by Quillisia View Post
@Momo: Do you still get the problem with highest lighting setting? I get the same problem but the issue almost disappears with production settings
Hey sorry for the late reply, haven't had a chance to mess with it recently. I tried just changing the lighting settings to production but it doesn't look like it had any effect.

Here is the UDK example I was referring to. Although I can't find the option for using subdivisions anywhere.




Last edited by Momo; 08-17-2010 at 09:02 AM..
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SanderDL's Avatar
Old (#1180)
@Momo:

Make sure both surfaces have the same smoothing group. I get that sort of errors all the time.

If that doesn't do it, it could also be the UVs of the lightmap being too close to the border.
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Momo's Avatar
Old (#1181)
Quote:
Originally Posted by SanderDL View Post
@Momo:

Make sure both surfaces have the same smoothing group. I get that sort of errors all the time.

If that doesn't do it, it could also be the UVs of the lightmap being too close to the border.
Tried re-rendering out the normal map multiple ways and with various combination's of smoothing groups but no change. Lightmap UV's should be fine. All individual space and plenty of buffer between everything.

I'm assuming its not the normal map. As I totally removed the normal map from unreal and I'm still getting a seam where the static meshes connect. Gonna re-look at the lightmaps again but I'm running out of ideas.
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Ben Apuna's Avatar
Old (#1182)
Momo, it looks like you are using vertex lighting rather than actual pixel based light maps as your static mesh has it's bOverrideLightmapResolution checked on and it's OverriddenLightmapResolution set to 0. Lightmap resolution set to 0 in Unreal means use vertex based light maps.

You should un-check bOverrideLightmapResolution, then bring up your static mesh in the Content Browser and change it's Light Map Resolution to something like 16 or 32, also make sure your Light Map Coordinate Index is properly set.

Finally re-build your lighting.

If you still end up with a seam between the meshes you'll need to change the Indirect Normal Influence Boost setting from 0.3 to 0.

View -> World Properties -> Lightmass -> Lightmass Settings -> Indirect Normal Influence Boost

I hope that helps.
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crasong's Avatar
Old (#1183)
I dont have my workfiles handy to post screengrabs, and this might be a noob question.

So I've been importing my static meshes into the level, and initially the shadows that they cast on the floor are correct, with the approprite details in the shadows even. But once i hit build all, their shadows all become wrong, like, wrong shape and size wrong. Any reason why this is happening?
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Momo's Avatar
Old (#1184)
Quote:
Originally Posted by Ben Apuna View Post
Momo, it looks like you are using vertex lighting rather than actual pixel based light maps as your static mesh has it's bOverrideLightmapResolution checked on and it's OverriddenLightmapResolution set to 0. Lightmap resolution set to 0 in Unreal means use vertex based light maps.

You should un-check bOverrideLightmapResolution, then bring up your static mesh in the Content Browser and change it's Light Map Resolution to something like 16 or 32, also make sure your Light Map Coordinate Index is properly set.

Finally re-build your lighting.

If you still end up with a seam between the meshes you'll need to change the Indirect Normal Influence Boost setting from 0.3 to 0.

View -> World Properties -> Lightmass -> Lightmass Settings -> Indirect Normal Influence Boost

I hope that helps.
Sorry for the confusion. The picture I posted was from the UDN website. And not one of my own static mesh. The reason I posted it was because there was an article on UDN that said to enable "bUseSubDivisions" But that option doesn't show up for me like it does in the picture posted.

I checked the options you mentioned anyways. "Override Light Map Res" is disabled. I messed around with the Normal Influence Boost but it had no effect.

I have a feeling I'm overlooking something very basic as I don't see why this should be such an issue.

Quote:
So I've been importing my static meshes into the level, and initially the shadows that they cast on the floor are correct, with the approprite details in the shadows even. But once i hit build all, their shadows all become wrong, like, wrong shape and size wrong. Any reason why this is happening?
Do you have your lightmap UV's set up so they all have individual space and no overlapping?
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crasong's Avatar
Old (#1185)
Hey Momo, the model was done by another artist, he did create a seperate channel for the lightmap with unique layout, and when i tested just this same house asset in a new level the shadows it cast were correct, meaning something in the setup of this level is causing it.

Here's the before when i first place it into the level, the shadow is seemingly correct, with the shape and the direction based off the light.





And the after when I hit build all. I'd also like to note that even the direction is wrong. I have only one dominant directional and one skylight in this level so far.


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JordanW's Avatar
Old (#1186)
looks like lightmap res is way too low
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crasong's Avatar
Old (#1187)
Hey JordanW, I think you maybe right. After importing the house itself to a simple scene with the same two light setup, the shadows cast are correct. I can only imagine there's something wrong with the terrain settings, but I can't imagine what or where to set the lightmap resolution for it.

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Froyok's Avatar
Old (#1188)
It's just the lightmap of the terrain who are wrong. Just override it, don't let the UDK set up itself this setting.
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crasong's Avatar
Old (#1189)
Solved it after realizing I had to tick the override box in order to change the resolution. Thx for the help guys!
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omid3098's Avatar
Old (#1190)
Hi. is there any place to download a light weight version of UDK?
latest version is almost 700mb with all sample modes and textures.
some times before I heard about a light weight version in UDK website. but now I can not find that..
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Lamont's Avatar
Old (#1191)
Quote:
Originally Posted by omid3098 View Post
Hi. is there any place to download a light weight version of UDK?
latest version is almost 700mb with all sample modes and textures.
some times before I heard about a light weight version in UDK website. but now I can not find that..
People made those themselves. Someone might have posted it somewhere.
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Gilgamesh's Avatar
Old (#1192)
Even lightweight versions usually come in around 450-500 mb barebones, so really just download the entire thing :P
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omid3098's Avatar
Old (#1193)
downloading ~700mb will tooks almost 1-2 days with my low connection speed!
any way..
thank you guys..
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Wombatinahat's Avatar
Old (#1194)
Hey guys.

Wonder if anyone can help. I have a fan built into a wall which is casting a shadow on the floor inside the building. The fan is an animated skeletal mesh and I want the shadows to move round on the floor at the oposite side of the room. At the minute all is working fine as long as both the fan and floor shadow are in the frame, as soon as I stop looking at the fan the shadow stops moving. I assume this is something to do with the fan being loaded out of memory to save on resources. I'm hoping theres something i can just tick somewhere to keep the fan moving regardless of where its in view at the time.

Anyone know how to solve this?
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JordanW's Avatar
Old (#1195)
make sure the fan has a phys asset
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Wombatinahat's Avatar
Old (#1196)
it has a phys asset, but I found the "Update skel when not rendered" button, seemed to do the job for me cheers for the help
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