okay was asking for friend and hadnt actually messed with it much myself but after actually looking in the material function i think it was simple solution the second output is for instances then seems that need to subtract from the world position rather than object, seems like object position for foliage instances is…
Yeah thats what I was gonna suggest. By subtracting the vert position from the locator position, you get a vector. There should then be a length() function to determine the length of the vector. Loop that to find the shortest vector and that gives you the closest locator to the vert. Rinse and repeat.
Not my wires, but a quick shot of someone elses. A sphere subtracted from a cylinder. You can see the edge strips it lays in pretty clearly. Those strips are also changeable at any time so you can tweak the size, the tightness, and other things.
hey guys i have this problem in UDK where i can take a simple flooring (4000:x 4000:y 100:z) and i bring out a Static mesh for (ie-Pillar) And i do a CSG Subtract on the floor and it crashes. Any idea's on waht this could be? Thanks in Advance, Emulsion
also, for any number field - if you select it and type r##, where ## is the incremental increase you want, it will add that number to the current field. For example if you value currently is 3.64 Select the filed and type r.04 and enter, and the new number would be 3.68. Or to subtract if your value is 4.53 Type r-.05 and…
Could be a few things. You're boolean option is set to Intersection, instead of Subtract. You may need to reset x-forms on both objects before creating the boolean object. In either case you're probably better off just using a symmetry modifier to create the second half.
I'm going to scotland tomorrow as well... apparently its going to be COLD. Which leads me full circle to no-pants. I've tried - lord knows I have - but I'm damned if my legs just do not get too cold. Not for me, the subtractive leg clothing lifestyle.
Oooooh I knew that distortion looked familiar. When I was messing around with Roboblitz, the hall of mirrors effect didn't happen when I just threw together an additive level, but I recognize the HOM effect from UT2k4 subtractive levels... thanks.... I'll add a sky/walls
I have setup a Parrallax Occlusion Mapping master material using the UDK documentation as reference. http://udn.epicgames.com/Three/DevelopmentKitGemsParallaxOccludedMapping.html#Parallax Occlusion mapping The problem is the median value it uses is 1 (255,255,255) meaning everything in the map is depth. This is problematic…
This is driving me nuts, I've been searching all over for an answer, so hopefully someone here can help. I can't see any bsp brushes other than my builder brush. If I take my builder brush in a subtractive level and click CSG: subtract, I get no change. Same thing with doing an add in an additive level. I loaded up one of…