Unreal Developer Kit - MASTER THREAD

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  • Lamont
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    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.
    There's a "G" on the viewport tabs for "Game View".
  • JordanW
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    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).

    -Tyler

    I disagree, Those artifacts look like something is broken. Rhino you need to make sure the correct lightmap channel is being used, like someone else said what is 1 and 2 in max is 0 and 1 in Unreal. In the static mesh editor you can click on the icon in the top left labled UV and it should show you what you have assigned as your lightmap channel. Also make sure your res is apropriate, for a wall it should be something like 32 or 64 maybe larger depending on detail/size etc...

    Also make sure you have no overlapping UVs in your lightmap and make sure you have a lightmass importance volume surrounding your level. Also it's worth noting that the levels we're creating currently have little to -no- meshes with vertex lighting.
  • BlackulaDZ
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    thanks breh
  • Lamont
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    Unlike UnrealED the default LM channel in UDK is 1, not 0.
  • JordanW
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    UnrealED is like that now as well(the change came with lightmass), but the translation from max to unreal is still the same 0=1 1=2
  • Slum
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    This quote taken from a thread on the UDK boards, but I'm having the same problem. Anyone here have any ideas?
    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.
  • mheyman
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    I am consistently having trouble getting Material Post Processes working in the Unreal Editor (UDK and the old build). I've tried adding a material node to the default scene post process and have tried changing the .ini files.

    Is there a way to do material post processes without messing with the ini files and packaging a mod? There must be a method that allows me to test my PPs in the editor.
  • Rhinokey
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    slum i had that earlier, i started a new level and it worked,, guess i learned to put a playerstart right away :)
  • ScoobyDoofus
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    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?
  • Vrav
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    I noticed that too, Scoob - seems you have to alt+click now. Not too bad a change, but yep.
  • nrek
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    Has anyone had problems reimporting an updated mesh and having it replace an older version of the mesh with the same name? Seems like every time I try to import the updated version it just crashes.
  • Rhinokey
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    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?

    yeah i found to rt click an "aply material" tho i think this is an awesome change, manytimes before i would go to my browser to mess around, and come back to find i had accidently changed my textures in the level cause i had things selected.
  • Ark
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    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 :)

    Cheers, i'll give that a shot.
  • Hourences
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    http://tutorial.toltecstudios.com/

    # How to set up the folders for your game.
    # What to add to source control (SVN and others).
    # Setting up and compiling Unrealscript.
    # Creating a super basic third person game.
    # How to configure the ini files.
    # How to build a super basic level.
    # How to make a super basic menu with a button and a label.
    # How to add basic localization support.
    # How to cook the game.
    # How to package and distribute the game.

    I wrote the entire thing in one long session, it was a bit of a long day and I may have missed some things here or there. Let me know if you stumble onto something.

    This is not a development tutorial per-se. The focus is mainly on how to quickly set everything up for your own game and give you a basic introduction to all the elements involved in making a UDK game. The UDN, and also my own site, have dozens of great tutorials for more in-depth information.

    The tutorial has been written with people in mind who know pretty much nothing about Unreal, and can't program. It is basic.
  • kaptainkernals
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    You sir are epic

    *no pun intented :)
  • Lamont
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    I've almost got all the Cascade buttons figured out and have been documenting them as I learn it. Will post a PDF or something in a week or so. A lot of things just don't have any affect that I know of. Like dead buttons and stuff...
  • Lee3dee
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    Video tutorials by Raven67854 on the UDK forums.

    Getting Started with UDK:
    [ame]

    Unreal Terrain Basics:
    [ame]

    Fracture Tutorial:
    [ame]

    Fluid Surface Actor Tutorial:
    [ame]

    Cloth Basics with UDK: part 1 and 2
    [ame]
    [ame]

    CrowdSystem Tutorial:
    [ame]
  • PixelMasher
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    awesome thanks hourences! only thing is, I couldnt see the third person stuff in the tutorial, looks like it goes from folders to unrealscript. maybe im blind i dunno, thanks anyways man.
  • Hourences
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    Theres a zip to download with the unrealscript uc files to use. You can open those in notepad and look how the third person was done, it is very little code.
  • planaria
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    anyone know how to setup a terrain layer that assigns textures based on height / orientaiton ?
  • Lamont
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    planaria wrote: »
    anyone know how to setup a terrain layer that assigns textures based on height / orientaiton ?

    http://boards.polycount.net/showpost.php?p=1028644&postcount=79
  • planaria
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    [ame]

    towards the end you will notice that when he is painting on the mesh and displacing verts, the angle of faces will determine if it gets a rocky texture on it as opposed to the original texture.

    how do you set that up ? that doesnt seem to be covered in those other tutorials. and in the one i reference it was just a default terrain setup layer that i cant find because i assume he wasnt using the udk version of the editor.
  • Lamont
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    When you set up a Terrain Layer Setup, there are options for Min/Max height and slope per layer. In the material itself you can define what types of folliage it can have along with UV tiling, pan and rotation and it's own displacement map.

    So you have your Terrain Mesh>Terrain Layer Setup>Terrain Materials>Material
  • Showster
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    WIP :- Singleplayer NPC creating tutorial, with code and some workflow ideas.

    http://www.bigredmonsta.co.uk/NPC%20Creation.doc

    Hope this helps some of you lot

    Heres the model source until my server dies http://www.bigredmonsta.co.uk/UTGame.rar

    Greg
  • Scruffy
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    Hi everyone. I figured i should share this with the rest of the world.

    On my web site are a bunch of tutorials, anywhere from mesh building, normal maps, lighting and more.

    With the new UDK released, i wrote up a Lightmass, Ambient occlusion and Emissive lighting walk through for an easy visual representation of what different functions can do.

    Included in this tutorial list is the new 'mesh painting' function and i wrote a tutorial to show how it works and how you can get different effects with it, like offsetting the speed, time or direction of a pulsating light. This can be anything from a street light to a candle. One mesh, one material, thousands of uses.

    Also i have a tutorial to show how you can offset a texture on the mesh based on its worlds location. This is EXTREAMLY handy for hiding repeating textures.

    http://www.chrisalbeluhn.com/3D_Tutorials.html

    Lightmass:
    http://www.chrisalbeluhn.com/UDK_Lightmass_Tutorial.html

    Global Illumination:
    http://www.chrisalbeluhn.com/UDK_Ambient_Occlusion_Tutorial.html

    Emissive Lighting:
    http://www.chrisalbeluhn.com/UDK_Static_Mesh_Emissive_Lighting_Tutorial.html

    Mesh Painting:
    http://www.chrisalbeluhn.com/UDK_Mesh_Paint_Tutorial.html

    Asset Position Offsetting Texture Coordinates:
    http://www.chrisalbeluhn.com/UDK_Asset_Position_Offsets_Texturet_Tutorial.html



    Hope you all enjoy.
  • Fang
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    @Showster, Hi you're here too :D

    Here's the tutorial I wrote thanks to your help mate!
    Creating Custom Player Character Tutorial

    Hope someone finds it useful! Enjoy.



    Original Post(at Epicgames Forum)
  • BlackulaDZ
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    oh man these tutorials are awesome. i have a question though, when i launched the UDK today it asked me to update or check the files or something, so i did. now when i bake my lighting the shadows are very low res no matter what i have the quality on, like dis:
    udkprobs.png
  • Scruffy
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    It looks like you are using a BPS object for the floor. select the geometry, go into its properties and turn down the "Lightmap Resolution" (lower is sharper).

    It might be a bug with an update, i'm not sure, but if you increase the 'build quality', it should even out these shadows. try the BSP resolution tweak and see if it helps.
  • Xoliul
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    Hourences, Lee3Dee, Scruffy, Showster, Fang: Tutorial explosion, thanks a lot guys!

    Scruffy: you work on Mechwarrior ? I must be honest and say that's one of the few titles I'd kill to work on :) Jealous of you, man!
  • planaria
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    having some weird issues with shadows on a terrain, im using lightmass for a large terrain also you cant see it in the picture but you can see where the tiles are made for the terrain as there are clear shadow seams where one tile is darker then the other. im thinking i should just import a terrain model that has a proper unique top down uv projection?

    sdad.png

    lamont, thanks for the clarification.
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