Unreal Developer Kit - MASTER THREAD

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  • Hourences
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    Sometimes the editor keeps references to stuff that isn't actually in use. I believe in the UDK there is a force delete option too. If that doesn't do it, use the old approach. Rightclick - rename/move - move it to some totally unexisting package such as "aaaaaaaaaaaaaaaaaa", then save the original package but do not save "aaaaaaaaaaaaaaa".
    There you go, next time you close the editor, that texture is gone forever. If it would ask for "aaaaaaaaaaaaa" next time you load the real package, just save the package again and you are fine.
  • Joshua Stubbles
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    yeah jesse I always double check that.
    Hourences - that worked. Thanks :) Still a pain though, you wouldn't think you'd have to do that just to delete something.
  • gamedev
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    Vrav - there are all kinds of causes for this. A few things to try though:
    - as mentioned adjust your sky / environment color
    - adjust lightmap resolutions for objects
    - change the textures for these surfaces to see how the diffuse component is adding to the light (and to see if thats what is causing it)

    Building your entire scene vs single objects will result in different lighting, as well as the quality presets lightmass offers.

    -Tyler
  • Kevin Johnstone
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    This might seem like a small tip but its useful to know up front....

    Lightmass really needs open, light and very milky textures to get the most out of the bounce lighting, you ought to be brightening your texture values by about 300% more than you used to and its also worth artificially boosting your normal map strength by 200% in photoshop or crazy bump etc

    Try taking a texture ingame on a new static mesh and make sure its just matte and flat colour and take a look at that before you start shading or compositing photoref. You'll see instantly what I am talking about.


    Often we are finding on the environment side of things here that the lighting map we generate in max, combined with a shademap made in crazybump or through xnormal, with a light bit of photosource on top is almost enough to call it done and to ensure we don't kill our normals or the ability for the lightmass bounce lighting to really do its thing.
  • planaria
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    anyone run into the problem of the 3d view constantly falling ?
  • CompanionCube
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    This might seem like a small tip but its useful to know up front....

    Lightmass really needs open, light and very milky textures to get the most out of the bounce lighting, you ought to be brightening your texture values by about 300% more than you used to and its also worth artificially boosting your normal map strength by 200% in photoshop or crazy bump etc

    Try taking a texture ingame on a new static mesh and make sure its just matte and flat colour and take a look at that before you start shading or compositing photoref. You'll see instantly what I am talking about.


    Often we are finding on the environment side of things here that the lighting map we generate in max, combined with a shademap made in crazybump or through xnormal, with a light bit of photosource on top is almost enough to call it done and to ensure we don't kill our normals or the ability for the lightmass bounce lighting to really do its thing.

    could you maybe if you have time make a couple images or an example of what you mean please, thanks :)
  • moose
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    A slight continuation of what Kev mentioned:

    If you find your textures are too dark, you can double click them in the Content Broswer, and edit their brightness, saturation, and color curves numerically to get quick & easy brightening of your diffuse textures, without mucking or messing with your Photoshop files. These setting will keep as well, unless you choose to overwrite the texture settings upon a fresh import of the texture (you can also choose to not replace them on a fresh import, as well).
  • TychoVII
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    Handy stuff in here. Think I'll start messing with lightmass now.
  • DEElekgolo
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    DX10UT_01thumb.jpg
    random picture using direct x 10.
  • almighty_gir
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    is DX10 some setting that needs to be toggled? or does it happen automatically if your system is running vista/win7?
  • DEElekgolo
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    You must edit /UTGame/Config/UTEngine.ini.
    and set AllowD3D10 = True
  • Xoliul
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    This might seem like a small tip but its useful to know up front....

    Lightmass really needs open, light and very milky textures to get the most out of the bounce lighting, you ought to be brightening your texture values by about 300% more than you used to and its also worth artificially boosting your normal map strength by 200% in photoshop or crazy bump etc

    Try taking a texture ingame on a new static mesh and make sure its just matte and flat colour and take a look at that before you start shading or compositing photoref. You'll see instantly what I am talking about.


    Often we are finding on the environment side of things here that the lighting map we generate in max, combined with a shademap made in crazybump or through xnormal, with a light bit of photosource on top is almost enough to call it done and to ensure we don't kill our normals or the ability for the lightmass bounce lighting to really do its thing.

    Were the levels included in UDK all edited in this way ?
    Maybe I should compare myself...
  • Lamont
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    And properly setting up lights that affect certain sets of objects (using the Lighting Channels settings) will boost speed for renders.

    Hey, I've tried everything to get Swarm to work, let us know if it works right now, or in a later release... It's driving me nuts.

    Here is what I did so far:

    Vista64 - Swarm works on local machine, I can see all other networked machines running the Agent (pings go across just fine). But only my machine (Vista64) renders. All other machines are compiling the scene. I tried mapping my work files through the network so all machines have access to the data (like you would do for some network rendering apps). Still no go.

    I can run the Agent and Commander on my Vista32 machine and it controls the Vista64 machine just fine. The Agent still doesn't work on the Vista32 machine. Makes me think something is borked with the Vista32 machine settings. Also, I can't invoke a render on the Vista32 machine, it crashes all the time.
  • Rhinokey
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    i'm runnin into an issue, i wanted to make a tileset of chunks to rough out my level with, then i can go back and update the meshes with more fleshed out pieces and then replace the ones that are in the rough, i am working on 12 foot chunks or 192 unitis, everything snaps well onto the grid, but after lighting most all of it has a black outline around where the tiles connect. am i doing something wrong? or will tilesets like this not light properly? the textures are all just constant 3's set to different color diffuses. each piece has 2uv channels with independant nontiling uv cords. each piece is se to light mat coordinate index 2 (i guess this makes it use the uv channel 2?) and resolution of 128

    level.jpg

    second isue. sometimes when i rotate around the wall pieces disapeer and reapear like they are loding out at the edge of my screen
  • Xoliul
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    1st issue: maybe your lightmap UV's have edges all the way on the borders of your 0-1 range. You gotta try to avoid that and give them space for padding there. Or it's some baking option with Lightmass that i don't know of.
    2nd issue: I think your PC is just slow. My laptop does that too, my desktop never has that issue as it's way faster.
  • Rhinokey
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    uvs have padding space, i thought that may be it, so i went in an adjusted all them to have plenty of space at the borders.. but still got this. a reboot vixes the poping issue i had gues my machine just got bogged down with sketchup max photoshop and unreal
  • planaria
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    anyone have weird issues with animation playback ?

    i have a 21 frame animation that registers as .0336s when in reality it should be .336s anyone experience this problem before ?
  • moose
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    rhino: your uv map coord should be 1, not 2. UV 0 = channel 1, UV 1= channel 2.
  • Rhinokey
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    oh snap, i will try that when i get outa borderlands
  • crazyfingers
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    Is there any way of getting some motion blur within the UDK editor without the game running in real-time? Trying to set up some still shots for the unearthly challenge, help appreciated :)
  • Slainean
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    Rhinokey wrote: »
    i'm runnin into an issue, i wanted to make a tileset of chunks to rough out my level with, then i can go back and update the meshes with more fleshed out pieces and then replace the ones that are in the rough, i am working on 12 foot chunks or 192 unitis, everything snaps well onto the grid, but after lighting most all of it has a black outline around where the tiles connect. am i doing something wrong? or will tilesets like this not light properly? the textures are all just constant 3's set to different color diffuses. each piece has 2uv channels with independant nontiling uv cords. each piece is se to light mat coordinate index 2 (i guess this makes it use the uv channel 2?) and resolution of 128

    level.jpg

    second isue. sometimes when i rotate around the wall pieces disapeer and reapear like they are loding out at the edge of my screen


    I was trying to turn this off too because it looked really bad, and it took me awhile to figure it out. It's actually SSAO, I think, so it's not baked and you can turn it on/off with Allow Ambient Occlusion under Post Process settings either in World Info or in a Post Process Volume.
  • Rhinokey
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    still doin the same thing, in the world properties world info i set allow ambient oc to false but still doin the same thign. even messed witht he use subdivisions like at the bottom of this page http://udn.epicgames.com/Three/LightingReference.html linked to me by cholden
    i've discovered it i turn off light mass it works fine. but i want light mass..
  • hollaAtMe
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    Rhinokey:
    Are your pieces cubes that you are just snapping together? Like, when you put one chunk together with another, do you have two faces meeting in between them?

    If that's what you are doing, then you just need to delete those inner faces that are touching. Your light map is baking around the corner and giving you what looks like a seam.
    It works fine with lightmass off, because it's more than likely just doing a vertex light and not baking the light maps.

    Hope ya get it workin. :)
  • Minos
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    Have you tried checking "Instanced Object" in the mesh's property? Not sure what it does but well, might be worth a try.
  • ImSlightlyBored
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    Rhinokey wrote: »
    nontiling uv cords. each piece is se to light mat coordinate index 2 (i guess this makes it use the uv channel 2?) and resolution of 128



    second isue. sometimes when i rotate around the wall pieces disapeer and reapear like they are loding out at the edge of my screen
    Unreal starts at 0 and max at 1.
    Therefore max UV layout 2 = unreal layout 1.
    Don't think that will solve your issue though, just something I picked up on.
  • gamedev
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    @Rhinokey These sorts of seams are going to be near impossible to get rid of. They are inherent in UE3's GI solution. TBH, with texture you probably won't even see these. I would not fret about unlit mode (you won't sleep at night if you do) as there will be all kinds of subtle artifacts that simply won't show up once quality textures and materials are applied.

    To alleviate some it, though this only works for areas where shadow detail is low, vertex light these (check on override light mas res and set the overridden res to 0).

    -Tyler
  • Ark
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    Anyone know if there's a way to desaturate the screen based on z-depth, maybe as a post-process effect?
    I.e. things get less saturated the further away from the camera.
  • carlo_c
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    Just tried using the tiledshot command with UDK but it doesn't seem to have it?? Anyone else having this issue?
  • Neox
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    Ark wrote: »
    Anyone know if there's a way to desaturate the screen based on z-depth, maybe as a post-process effect?
    I.e. things get less saturated the further away from the camera.

    sure its possible

    create a posteffect, load it up on start, add a material use the alpha of an scene texture as your mask for desaturation (the alpha is the zbuffer), thats it, very simple :)
  • BlackulaDZ
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    anyone know how to get a post process volume to show in editor? it works when i test play but not in the editor.
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