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Thanks, that's kind of what I thought. I'll try a newer version of UDK to see if it's still there.
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, triangle,
459 Posts,
Join Date Feb 2010,
Location Natick, MA
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Just tried the February UDK. That bloom bar went from one side to both sides and the top of the screen. Also happens in game now. Quite confused, looking for an explanation. Must be a setting of mine...
Wanted to throw in an edit: If anyone gets this error, you can remedy it for screen shots via tearing off a copy. It also goes away if you enable DX 11, but if you have been lighting in DX 9 be prepared for some changes.
Last edited by Rurouni Strife; 03-05-2012 at 02:25 AM..
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, triangle,
459 Posts,
Join Date Feb 2010,
Location Natick, MA
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Cheers @Rurouni!
That's actually very helpful 
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, polycounter,
859 Posts,
Join Date Nov 2011,
Location Birmingham, UK
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I'm getting a pretty big issue here that I would like some help with. This just randomly happened after I saved my map
Recaching the terrain material doesn't seem to do anything at all.
EDIT: Nvm, Seems as though one of my Normal map nodes broke on one of the layer textures. Had a little panic attack there.
Last edited by couto607; 03-05-2012 at 09:56 AM..
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, null,
15 Posts,
Join Date Sep 2010,
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That usually occurs when you're using too many textures.
+++MESSAGE ENDS+++
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, dedicated polycounter,
1,539 Posts,
Join Date Nov 2005,
Location Newcastle, UK
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Hey, I'm new to Polycount and new to the unreal development kit.
I'm making my first scene for a project and I'm struggling to find a way to place text down at certain points in my level, like subtitles at the bottom of the screen.
Am i looking in the wrong places or can it not be done?
Thanks 
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, null,
8 Posts,
Join Date Mar 2012,
Location Norwich - United Kingdom
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@Ketchup-Check on UDK.com's documentation about Scaleform. I think that's the UI system in UDK now and that's how I would assume you do it? If I'm understanding you correctly.
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, triangle,
459 Posts,
Join Date Feb 2010,
Location Natick, MA
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I'll give it a look, thanks very much.
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, null,
8 Posts,
Join Date Mar 2012,
Location Norwich - United Kingdom
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Another quick question if anyone an help me out.
Anyone know the best way to trigger the map ending? I've done most of what I need to do and I need to place a trigger to make the map end when i reach a certain point. I'm presuming a trigger is the way to go but I'm not 100%
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, null,
8 Posts,
Join Date Mar 2012,
Location Norwich - United Kingdom
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Does anyone have any thoughts on if it's possible to make a blend material that blends based on screen space occlusion (cracks and intersections) and NOT on a greyscale blend map? I'm working on a bronze/copper shader and I want to be able to adjust the oxidization and patina on (which would be heaviest in the cracks and corners) but I want to be able to use the shader on multiple objects, so using static mesh-specific maps is a no go.
Edit: Nevermind, after talking to someone, I think I'm going to go with just vertex paint blending it in.
Last edited by mutatedjellyfish; 03-08-2012 at 09:18 AM..
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, spline,
138 Posts,
Join Date May 2010,
|
Ok, new issue. I'm using mesh paint to blend textures in a material, but as long as I have a cubemap plugged in the textures don't blend at all. As soon as I disconnect the cubemap, the blend comes back. I've searched and only found one instance in a forum where the question was asked, but any variation of what was said there that I've tried doesn't have any effect. Any ideas?
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, spline,
138 Posts,
Join Date May 2010,
|
Enable Per-Pixel in the Material, and make sure you have a Reflection vector plonked in the Transform node.
If you want to use the Custom Reflection Node because you need a Normal Map, you have to add a null Reflection Vector somewhere so that vertex works.
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,
4,497 Posts,
Join Date Apr 2011,
Location Canada
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Anyone have any luck with decals in DX11? As soon as I add a decal in, lighting breaks and all my meshes turn translucent :/
EDIT: And now it works. 
Last edited by haiddasalami; 03-09-2012 at 09:26 PM..
WebGL Project - In a state of constant flux so might be down when you check it. Pretty old now.
Junior Technical Artist at Digital Extremes.
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, dedicated polycounter,
1,855 Posts,
Join Date Nov 2009,
Location Toronto
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Quote:
Originally Posted by Ace-Angel
Enable Per-Pixel in the Material, and make sure you have a Reflection vector plonked in the Transform node.
If you want to use the Custom Reflection Node because you need a Normal Map, you have to add a null Reflection Vector somewhere so that vertex works.
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Thanks, the per-pixel setting did the trick. I'm not sure what you're referring to in regards to the normal map. If you have a second and can expound, I'd be interested to know, otherwise, thanks!
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, spline,
138 Posts,
Join Date May 2010,
|
So been working in DX9 and came home today to open my environment in DX11 and its just all black. No lighting and the meshes dont show up in unlit mode though I can see them in wireframe mode o.o Any ideas?
EDIT: Was my world post process settings apparently having a material effect after the ao pass was screwing it up.
Last edited by haiddasalami; 03-14-2012 at 10:23 PM..
WebGL Project - In a state of constant flux so might be down when you check it. Pretty old now.
Junior Technical Artist at Digital Extremes.
|
, dedicated polycounter,
1,855 Posts,
Join Date Nov 2009,
Location Toronto
|
Hello all, been trying to implement this http://udn.epicgames.com/Three/Using...lFootPlacement
it works fine in the animTree preview, but in-game it only works on static meshes without any collision model assigned to them. Any idea on how to make it work on things like landscape and static meshes with collision?
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, vertex,
32 Posts,
Join Date Nov 2011,
|
It might be this line of code from their example;
Code:
if (LeftFootHitActor.bWorldGeometry || LeftFootHitActor.IsA('InterpActor'))
It might be that bWorldGeometry only returns per-poly collision and not collision models. I'm not an Unreal Script guy but it is a possibility.
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, spline,
127 Posts,
Join Date Sep 2007,
Location Europe
|
I checked out their code example now, before I was only using skelControls. Anyway, now my mesh is halfway stuck in the ground from the waist and down. Will do some more testing
Edit: I removed all relevant code and just kept the skelControllers in the animtree, I also moved the mesh down to make sure it intersects with the ground and that there is no gap between the collision radius and the mesh. Now it works pretty good 
Last edited by Pampers; 04-26-2012 at 08:34 PM..
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, vertex,
32 Posts,
Join Date Nov 2011,
|
Posted this in my thread too, but might aswell post it here, as I have more chance of getting a response here.
Basically, my light maps have gone all screwy, in the editor they are fine, whereas in game some revert to vertex lighting...
In Editor

Light maps all working fine, everything looking OK.
In Game

Some light maps are just not working at all, though strangely some are still working (wall, lights, window)
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, line,
91 Posts,
Join Date May 2011,
|
I'm sure you've already checked this, but is Lightmass enabled in the World Properties?
And what is the lightmap resolution in your individual mesh properties?
A value of "0" sets the object to a vertex-based solution.
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, polycounter,
859 Posts,
Join Date Nov 2011,
Location Birmingham, UK
|
Thanks for the reply, all objects have a value and lightmass is enabled, as it is working on some objects.
As it turns out, I need to go back to 3DS max anyway and piece some objects together to allow for easier construction in UDK anyway, so I'm going back and making new light map UV's anyway now and they seem to work fine now.
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, line,
91 Posts,
Join Date May 2011,
|
I was going to mention the Lightmap UVs next actually, perhaps the objects' UVs just didn't have enough padding?
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, polycounter,
859 Posts,
Join Date Nov 2011,
Location Birmingham, UK
|
Any thoughts from anyone on how to go about setting up a good-looking overcast lighting situation?
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, spline,
138 Posts,
Join Date May 2010,
|
Now there is a tricky lighting set-up.
A good start would be to lower your "DominantDirectionalLight" intensity and increasing the scene "DiffuseBoost" and "NumIndirectLightingBounces" values.
This should wash out the sharpness of shadows and make more uniform lighting like an overcast day.
The colour of your shadows (EnvironmentColor) should also be the overall colour of your sky - so most probably a grey-blue variant.
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, polycounter,
859 Posts,
Join Date Nov 2011,
Location Birmingham, UK
|

How do this texture small?(tiling)
UP:
oh. i find it=)
Last edited by Bagstor; 06-07-2012 at 05:53 AM..
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, vertex,
42 Posts,
Join Date Jan 2012,
Location Russia, Siberia
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