BlackulaDZ wrote: »
anyone know how to get a post process volume to show in editor? it works when i test play but not in the editor.
gamedev wrote: »
@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).
I right-click on the floor of my level and click "Add actor -> PlayerStart"
And nothing happens. No actor appears.
Upon trying to click "play from here" I get a "failed to create entry point" error.
ScoobyDoofus wrote: »
Probably a silly question with an obvious answer but...previously I'd select some BSP faces and click a material in the browser to apply that material. Now, it only seems to apply a material to a face if I drag it from the content browser on to the face in the editor...one face at a time only. What am I missing?
Neox wrote: »
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
planaria wrote: »
anyone know how to setup a terrain layer that assigns textures based on height / orientaiton ?