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PixelMasher's Avatar
Old (#776)
initial rotation and rotation rate dont work?
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Lamont's Avatar
Old (#777)
I think that only applies to sprite-based particles.
Lamont G.- Environment Artist - UbiSoft Osaka
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OBlastradiusO's Avatar
Old (#778)
For some odd reason everytime I rotate my decal in Unreal 3 editor it crashes. I rotate it manually and also within the properties. Also the decal texture is not within my custom package it's a original game asset. Any suggestions?
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TommyRose's Avatar
Old (#779)
problem.... disappearing mesh.

Here's he model in maya:


here's the mesh in the editor:



Within the Unreal static mesh editor it looks fine. Untextured but fine. When i place it within the level it comes out as that solid block of gray and then when i build and play test the level it's completely not there.

any suggestions?
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Ben Apuna's Avatar
Old (#780)
You are currently working in "Unlit" mode you need to toggle "Lit" mode on, add some lights to your scene and finally do a lighting build.



Also it looks like you're using the old version of Unreal, do yourself a favor and get/use UDK (Unreal Development Kit) instead.

Last edited by Ben Apuna; 12-24-2009 at 05:07 AM..
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TommyRose's Avatar
Old (#781)
Thanks BenApuna.

Lit wasn't the problem, something to do with importing into a development package vs the actual level package.

as for UDK, yeah I'll be switching to that at the end of this semester, but our final is to turn a finished level using UE3.
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Jesse Moody's Avatar
Old (#782)
Tommy.. No Ben is right. The mesh will not show correctly in unlit. Even more so when you have no textures on it.

BUT THATS THE LEAST OF MY WORRIES AND SHOULD BE YOURS.

WHY IN THE HELL IS THIS USING 18684 TRIANGLES? Are you out of your mind?

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TommyRose's Avatar
Old (#783)
HAHAHAHA...... ugh..... yeah I knew that was a lot of tri's, but see I've been self teaching myself maya for about 2-3 months now so I'm just getting the hang of it.....

here's the wireframe, what could i have minimized?

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alexl's Avatar
Old (#784)
Everything :P your model should only have enough geometry in it to describe the silhouette, all the other details can be baked into a normal map. More stuff to learn, yay
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Scruffy's Avatar
Old (#785)
if something shows up in the editor (geometry wise) it should show up in the game, if it doesn't, make sure the package that you imported the mesh to is saved so unreal has a package to read the geometry from.

and yes, your mesh is WAY too high. most of that detail can be stored in a normal map. it's basically a box with things to hold it up right on top. unreal handles polygons rather well. If geometry for this is around 350 to 500 in total, it should be fine.

Study the mesh they include in unreal to see how they utilize all of the details. i would recommend learning normal mapping, it will help a lot.
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natetheartist's Avatar
Old (#786)
-off the topic at hand.

Is there a way to accuratly display the total texture space used in a package?

Similarly, what is the best way to view total triangle count in a scene including foliage volumes? particles?
Offline , spline, 218 Posts, Join Date Apr 2009, Location California  
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CharlieD's Avatar
Old (#787)
Quick question: How do I increase the level of detail and resolution in unreal editor for screen shots?

I've tried reading through the first few pages, but find myself more confused than when I started. Thanks in advance.
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Lamont's Avatar
Old (#788)
Ok, so you want larger screenshots? It's been mentioned in this thread. Search tiledshot. And reading the question exactly how it sounds, if you want more detail it would mean more art.
Lamont G.- Environment Artist - UbiSoft Osaka
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CharlieD's Avatar
Old (#789)
Okay thanks, i'll search that. By detail, i meant higher res textures. I have 1024x1024 texture sheets on my models, but it's showing up much lower res than that.
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Lamont's Avatar
Old (#790)
Ok, check the... Can't think of the name. But your texture lod/compresstion settings.
Lamont G.- Environment Artist - UbiSoft Osaka
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metalliandy's Avatar
Old (#791)
Quote:
Originally Posted by CharlieD View Post
Okay thanks, i'll search that. By detail, i meant higher res textures. I have 1024x1024 texture sheets on my models, but it's showing up much lower res than that.
In the texture properties (double click the texture in the generic browser) change the LODGroup to TEXTUREGROUP_UI
Its not shippable like that but its great for screenies
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maestro's Avatar
Old (#792)
Quote:
Originally Posted by metalliandy View Post
In the texture properties (double click the texture in the generic browser) change the LODGroup to TEXTUREGROUP_UI
Its not shippable like that but its great for screenies
I did not know this, thanks!
Offline , vertex, 43 Posts, Join Date Jan 2008,  
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metalliandy's Avatar
Old (#793)

Glad to help!
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00Zero's Avatar
Old (#794)
TEXTUREGROUP_UI ? I used to do skybox. both work?
Serozh Sarkisyan
Environment Artist
Infinity Ward
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metalliandy's Avatar
Old (#795)
Yea, i think both work ok
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Envelope's Avatar
Old (#796)
Aside from selecting the groups in-editor....You can find and permanently alter these settings (for all TEXTUREGROUPS) in "UTEngine".

If you change them in DefaultEngine.ini I think it will change for both in-Editor mode and in Game mode.

Or you can go to simply view what the settings are for each group if you are just curious.

TEXTUREGROUP_Skybox=(MinLODSize=512, MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFi lter=point)

TEXTUREGROUP_UI=(MinLODSize=1024,MaxLODSize=4096,L ODBias=0,MinMagFilter=aniso,MipFilter=point)

Last edited by Envelope; 01-26-2010 at 03:10 PM..
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MattBradley's Avatar
Old (#797)
I'm looking to make a fluid surface just render as a wireframe. I cant figure out how to do just the fluid and not everything else. Anyone know of anything?
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Mique's Avatar
Old (#798)
Does anyone know how to turn of the sound that plays when you are playing in the editor?

It's really annoying, and I can't find any settings for sounds anywhere.
I've tried to find some settings for it in the config files, but couldn't find any.

Anyone know how to turn it of?
*Looking for work*
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fearian's Avatar
Old (#799)
Archive thread? do'h.

Last edited by fearian; 12-02-2010 at 08:07 PM..
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