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Brilliant.
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, polycounter,
859 Posts,
Join Date Nov 2011,
Location Birmingham, UK
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Having a problem with the lighting on my door.
It's set up so it opens when the player walks up to it, which all works fine, however once the door returns to its closed position, both sides of the door end up being lit completely wrong, I've tried vertex lighting and light maps, but the problem still persists.
Before Opening
After Opening

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, line,
91 Posts,
Join Date May 2011,
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Is the door an InterpActor/Mover? I'd imagine it uses Lightmass-baked light until the first time it moves, when it becomes dynamically lit and begins reading lighting data from the tags in the world:

I'd imagine it only generates these where a character could go, not in the wall where the door ends up.
You might be able to force it to not use dynamic lighting, ever, via the properties menu of the interpactor itself.
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, polygon,
661 Posts,
Join Date Nov 2011,
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Oh, wow, thank you so much, brilliant!
It totally fixed it.
I can't even believe I didn't think of that. 
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, line,
91 Posts,
Join Date May 2011,
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I've been searching and I couldn't find a clear pros and cons of using landscape vs using terrain in UDK. Besides the blending mode what would be the benefits of using one vs another?
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, triangle,
395 Posts,
Join Date Sep 2008,
Location Los Angeles, CA
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For one,the Landscape system uses a very optimized and advanced LOD system,which allows creation of huge terrains compared to the classic model,there's also a separate channel used for storing detail normals that will not be scaled down along with the LOD at far away distances which in turn results in highly detailed terrains,or should i say landscapes...those are two main things as far as i can remember...
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, spline,
117 Posts,
Join Date Apr 2012,
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Anyone know why meshes placed using the foliage tool arent showing correct vertex colours? Even though in the preview within the tool they appear just fine...

Last edited by Skillmister; 06-23-2012 at 09:07 AM..
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, polycounter,
813 Posts,
Join Date Jan 2010,
Location UK
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thanks Minato. I will give landscapes a try.
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, triangle,
395 Posts,
Join Date Sep 2008,
Location Los Angeles, CA
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Is there a way to take a high resolution screen grabs of your nodes inside Kismet.
The reason I ask is that I'm a Lecturer and I would like to screen grab during my lecturers (from my work and my students) at high resolution and then draw over nodes to explain what is going on.
I have attached an image so you can see what I am talking about.
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, polygon,
509 Posts,
Join Date Feb 2009,
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Quote:
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Is there a way to take a high resolution screen grabs of your nodes inside Kismet.
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I'd love to know this as well, in the past I've always just zoomed in close and took lots of individual images and then stitched them together in Photoshop
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, spline,
173 Posts,
Join Date Apr 2010,
Location Newcastle, UK
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Quote:
Originally Posted by Grimmstrom
I'd love to know this as well, in the past I've always just zoomed in close and took lots of individual images and then stitched them together in Photoshop
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That's pretty much the standard way to do it, or you could screen record it, and then proceed to put it up as a pan picture.
Although natively, there is no such thing for UDK, so yeah, still need kludge work here.
There's a very good chance that I experienced MORE problems, then all the internet put together in the area of 3D. Talk about being original for once...
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, veteran polycounter,
4,496 Posts,
Join Date Apr 2011,
Location Canada
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Anyone know if Blend_Masked is not working in UDK anymore?
Made a tree and can't for the life of me figure out how to cast the shadows of the leafs onto the floor.
Tried Blend_Translucent and it seems to actually cast the shadow but it makes my leafs transparent.
I'd greatly appreciate any help you guys can give me. Been scratching my head at this for a few hours now.
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, spline,
206 Posts,
Join Date Oct 2010,
Location Pasadena, CA
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It's working for me, did you make sure to have an Alpha/Constant in your Opacity/Mask slots?
Also, for the Trans, what do you mean 'Transparent'? Trans can be modified, did you check under the Trans Tab for the material?
There's a very good chance that I experienced MORE problems, then all the internet put together in the area of 3D. Talk about being original for once...
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, veteran polycounter,
4,496 Posts,
Join Date Apr 2011,
Location Canada
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Well, I was on the May build and couldn't get it working. I even used UDK's chain link Mesh because it has an alpha and that also didn't cast shadows once the lighting was baked. I didn't do anything to it.
I downloaded on older version, the March build and it seems to be working fine. The chain mesh and my crappy tree now cast the shadows once the lighting is baked.
Are you on the May build and it's working for you?
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, spline,
206 Posts,
Join Date Oct 2010,
Location Pasadena, CA
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Any idea why my materials ID's would get lost when I export from 3dsMax 2012 to UDK?
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, triangle,
395 Posts,
Join Date Sep 2008,
Location Los Angeles, CA
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how do you export? how are the ids created? sub materials or just applied? do they have names or different textures applied?
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, veteran polycounter,
3,187 Posts,
Join Date Sep 2006,
Location Berlin Germany
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Neox. I think the problem was that even though I was using different materials, textures and ID's, some of them they were sharing the same name. I'm not entirely sure if that was the issue but when I changed the names of all the materials to being unique everything worked.
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, triangle,
395 Posts,
Join Date Sep 2008,
Location Los Angeles, CA
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so i started learning udk for a while now and have this very strange problem. i'm using the landscape system with a heightmap from worldmachine. made a material that uses a colormap from wm and 4 seperate textures overlayed to be painted on the terrain.
now when i want to paint them on the terrain using the landscape tools it seems i can not paint everywhere (i can paint in some places but others seem not accesible by pointing the mouse at it and the paint cursor also is not at the same place as the mouse cursor  everything works just fine except for the vertex painting. does someone have a fix for this? have been searching the net for 2 days now and have not come up with an answer to this.
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, null,
11 Posts,
Join Date Jul 2010,
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I'm going to have a model with several materials on it, and i was wondering does it use one lightmap per mesh or one per materials (if that makes sense).
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, polygon,
531 Posts,
Join Date Jan 2010,
Location Sweden
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Quote:
Originally Posted by S_ource
I'm going to have a model with several materials on it, and i was wondering does it use one lightmap per mesh or one per materials (if that makes sense).
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lightmaps are per mesh. all your materials will take up their own UV space in channel 1, but all UVs for all materials need to be put into channel 2 for the lightmap
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, card carrying polycounter,
2,029 Posts,
Join Date Apr 2007,
Location Belmont, CA
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Thanks, another question for reflective glass/window should i use a image for reflection or realtime reflection?
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, polygon,
531 Posts,
Join Date Jan 2010,
Location Sweden
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I'm expecting that you mean cubemaps vs real time reflections instead of baked ones.
It depends on what it should reflect and if its important. If you need to reflect characters, sure, realtime reflections can be needed, if its important, but just remember that realtime reflections are resource heavy.
Most of the times, you generate a cubemap from your environment, to get the best result, and use that for reflection.
Last edited by McGreed; 08-12-2012 at 10:48 AM..
Anders K. Nielsen - Environment Artist - LinkedIn
"It is wrong always and everywhere for anyone to believe anything on insufficient evidence."
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, polycounter,
999 Posts,
Join Date Nov 2008,
Location Dublin, Ireland
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Come across a problem that I've had tons and never figured out how to sort it.
I seems to arise when I start increasing the number of objects using light maps.
Basically the light map LOD's randomly pop in and out as the player walks around the environment.
Video below.
http://www.youtube.com/watch?v=aqYAj...ature=youtu.be
EDIT: Did some more searching and the only fix I've found is setting bUseMaxQualityMode in UDKengine.ini to true. Not as elegant a solution as I'd have liked, but a solution nonetheless...
EDIT AGAIN: It seems this has stopped working for some strange reason so I'm back to square one.
Last edited by Daft.Eng; 08-13-2012 at 07:53 AM..
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, line,
91 Posts,
Join Date May 2011,
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Hey quick Cascade question: Doesn anyone know if it's possible to get mesh particles to collide with each other?
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, dedicated polycounter,
1,605 Posts,
Join Date Oct 2008,
Location UK
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Ive got a question for everyone: January 2012 - current builds of udk.
Now, i know that multiplayer was busted in the january build. For the Life of us, my friends and i tried and tired, but we couldnt set up any multiplayer matches on home networks or school networks. never connected.
firewalls disabled(to the dismay of profs and anger of the IT drones), UDK allowed through everything, port forwarding, direct ip connect, nothing connected for multiplayer.
Has the multiplayer function been fixed at all with the July 2012 build?
I'll be getting it anyway because of the Perforce...which is fucking awesome.
However, i still need to get multiplayer to work.
and ive run out of ideas...
so if its not fixed in this latest version..ill be slightly annoyed >.>
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, null,
16 Posts,
Join Date Aug 2012,
Location Toronto, Ontario, Canada
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