@Ben Apuna i changed to your setttings looks exactly the same :S maybe its the way i let light into the scene? its a static mesh with a hole in it yes i think this is exactly the problem see image below. its not baking the shadows well on my static meshes but it does on bsp how to fix?
Y_M - There is a quite simple solution...dont use highly separated meshes for high tiling.copy them together in the modeling software,make proper uv-s for the attached (welded) meshes, and then import that bigger pieces into udk.Maybe not the best solution, but 100% working. anyway, i think parallax would be better for…
I'm running 196.21. But before I was on 195's before I did the OS install. The issues started popping up a few weeks ago, I only just go around to posting about it :P. The PS issue is all good. Just have to run Aero all the time. Gonna keep Googlin' till I find an answer.
@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…
alexl: The circled parts are the SSAO. Just turn off your Ambient occlusion in the world properties (I think) It's part of the post processing so adding a post processing volume if you havn't got one and making sure AO is unticked should remove it. As for the other ones I have no idea.. having the same problem myself :s…
This is a better example of what's happening. Myself and another artist have been going over and over this on 2 machines, both running the newest UDK with the same results. I'm using an ATI Radeon, he's using an Nvidia, both new within the last 6 months or so. You'll see in these 2 shots a wall with a very pronounced and…
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…