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Szark's Avatar
Old (#401)
Quote:
Originally Posted by JordanW View Post
Szark, your colors get a little desaturated in the game view due to it being tonemapped. This is something that is applied to the post process so that the highlights don't get banding and crappy colors as they get bright, the downside is colors get -slightly- less contrast. The positives of this tonemapping function far outweigh that negative though
Thanks for that, Jordan! Much appreciated!
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3DRyan's Avatar
Old (#402)
Blastradius: Everyone correct me if I'm wrong, but I think every time you export from your 3d package to unreal, you can only treat it as one solid object. At least that's how it is for me with Maya. Not sure about Max. I would just export each piece separately either way.

Slightlybored and ben: Thanks for the help. I've figured out how I'm gonna do the wireframes. Sometimes it seems that unreal does it good enough with a wireframe texture applied, and other times a maya screenshot is better. Depends on how close you are to the object. Kudos!
LOLOL
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OBlastradiusO's Avatar
Old (#403)
Thanks 3DRyan
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kite212's Avatar
Old (#404)
so heres my problem, i made this prop for our team game class, it looks fine in the mesh editor in udk under the dynamic lighting. as seen here


now when the lighting gets built it seems like it is inverting the lighting on half of the mesh, and it gives this horrid seam, it was a lot worse, ive tried several different lightmaps, light map resolutions, welding uvs on the main unwrap, so please help me

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littleclaude's Avatar
Old (#405)
Could anyone point me in the direction of some good Vehicle Rigging Tutorials for the UDK.

I found this one, do you think this old UT2004 tutorial would still work before I go down this road?
http://www.psyonix.com/ImportingVehiclesTutorial/

I would really like a tank rigging tutorial if you have seen one then please post the link.

Cheers, Claude

Last edited by littleclaude; 01-12-2010 at 11:51 AM..
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Ben Apuna's Avatar
Old (#406)
@kite212:

Show us your normal UVs and your lightmap UVs, the chances are you are just mirroring the wrong way on your diffuse/normal/spec UVs.

Here's a little tutorial I made about mirroring UVs for normal mapped assets in Unreal. More info from UDN.

Also related here's a good tutorial on making efficient lightmap UVs, though with the introduction of Lightmass in UDK you don't need to pad the outer border anymore, just between the shells.
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waedoe's Avatar
Old (#407)
Hello, I'm working on a bunch of objects and was wondering if I could get some insight on how textures vs whats on the screen is handled. Say if I had modeled a spoon and a box, however the box was on screen and the spoon wasn't, but they are sharing the same texture maps. Now my question is does this waste memory because it renders the whole say 512x512 map out at one time? BTW engine is UDK
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d1ver's Avatar
Old (#408)
Hey,guys! Does anyone have any idea about realtime reflection map baking?
Please...'cause I'm kinda stuck now...
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d1ver's Avatar
Old (#409)
sry,guys, my bad. this tutorial was precise and clear and rght under my nose.

http://www.hourences.com/book/tutori...eflections.htm

it works nice for cube maps to, just choose "New Render To Texture Cube"
and "SceneCaptureCubeMapActor". You'll know where if you'll follow the tutorial...

sorry again.
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Rhinokey's Avatar
Old (#410)
quick question i know that static mesh instancing causes increases preformance, but do material instances work the same way? or is it just more of a conveinance thing, i was wanting to make a material that can have its color changed via material insances ans was wondering if this was actualy cheaper on the engine than making a complete material for both
"to tell you the truth other places were way harsher and ones of maximum rudeness."
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DarthNater's Avatar
Old (#411)
Quote:
Originally Posted by Rhinokey View Post
quick question i know that static mesh instancing causes increases preformance, but do material instances work the same way? or is it just more of a conveinance thing, i was wanting to make a material that can have its color changed via material insances ans was wondering if this was actualy cheaper on the engine than making a complete material for both
Yes, Instancing is a lot cheaper than making a new material. You're not going to be loading each different color into memory, only the original
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d1ver's Avatar
Old (#412)
Rhinokey, yeah, material instances save a lot of resources.

Here's a qoute from udn

Quote:
Originally Posted by udn;
In Unreal Engine 3, material instancing may be used to change the appearance of a material without incurring an expensive recompilation of the material.

General modification of the material cannot be supported without recompilation, so the instances are limited to changing the values of predefined material parameters.
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OBlastradiusO's Avatar
Old (#413)
Can anyone tell me is there anyway to find out the units for a mesh inside UE3?
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DarthNater's Avatar
Old (#414)
Quote:
Originally Posted by OBlastradiusO View Post
Can anyone tell me is there anyway to find out the units for a mesh inside UE3?
I can't open the editor right now but I believe it tells you sizes in the static mesh editor. If not, just drop it in the level quick and measure it :P
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kite212's Avatar
Old (#415)
hey ben thanks for the reply, i was looking at your thread earlier trying to help someone with a similar problem, im going to mess with it more either tonight or tomorrow, and i will post back >_<
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wisebrownmonkey's Avatar
Old (#416)
i had a quick question. What is the best way to import alphas into unreal. I did a test run on my character and it came out weird..
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Lamont's Avatar
Old (#417)
It's because it's set to mask, not transparent.
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larolaro's Avatar
Old (#418)
In UnrealScript how on earth do i power angular velocity, no matter what function i try, i cant get my shells to spin any faster than a wimpy twirl :/
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OBlastradiusO's Avatar
Old (#419)
I got the crashing part of the decals figured out but now for some reason I cant get the green slime decal to project on my mesh, but it will project on the game's default wall. Need some advice.

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Ben Apuna's Avatar
Old (#420)
@OBlastradiusO:

Double check your static mesh to make sure it's Accepts Static Decals setting is checked on.

Select you mesh in the level hit F4 to bring up it's properties.

Open the StaticMeshActor tab, then open the Rendering tab under that, Accepts Static Decals should be right there.

The DecalActor itself also has a Project On Static Mesh setting which probably needs to be on as well.

Bring up the DecalActor's properties the setting is under DecalActorBase -> DecalFilter.

Hopefully that helps, admittedly I haven't had much experience with decals so I might not know what I'm talking about here...
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wisebrownmonkey's Avatar
Old (#421)
First off thanks Lamont. Second I was wondering if there is a way to make my alpha look "soft," like it does in Maya. I'm using the same textures/Normal map. In maya it's made using a blin (not sure if that has anything to do with it).
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Ben Apuna's Avatar
Old (#422)
This is what Lamont meant:



As more of a general note white in your normal map is a bad idea. You should fill all the empty space with the flat normal color: R 128 (or 127), G 128 (or 127), B 255.

Last edited by Ben Apuna; 01-14-2010 at 03:42 AM..
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Forgetful's Avatar
Old (#423)
Could anyone point me in the direction of "soft body physics" for the UDK. I can work well with both solid and rigid body physics in Maya, but I cant seem to find the UDK documentation regarding this.

Thanks
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00Zero's Avatar
Old (#424)
softbody tuts

http://www.hourences.com/book/tutorialsue3softphys.htm

hmm, i was going to also link to the UDN UDK video section but it seems like its down....or pulled. good thing i downloaded them all beforehand.
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littleclaude's Avatar
Old (#425)
Answering my own question here but just encase anyone else want to know about vehicle rigging, I found this so here you go, I shall post up my results soon.

http://udn.epicgames.com/Three/SettingUpVehicles.html



Quote:
Originally Posted by littleclaude View Post
Could anyone point me in the direction of some good Vehicle Rigging Tutorials for the UDK.

I found this one, do you think this old UT2004 tutorial would still work before I go down this road?
http://www.psyonix.com/ImportingVehiclesTutorial/

I would really like a tank rigging tutorial if you have seen one then please post the link.

Cheers, Claude
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