Hi!
So here is a house I made. It is modular, i.e. every wall is it's own mesh. I created a base texture with a vertex shader to paint on (which I did in the left version). However, when I convert it to "Prefab", all my vertex paint data is lost. I also seem to lose the stairs, which is only a brush, at the moment - I guess if I convert it to static mesh first, it would become part of the Prefab, too?
So here is my question:
How do I keep my vertex paint data when I convert to prefab? Is the only way to create the prefab first and paint on that? Is there a way to access the vertex paint data anywhere in the Editor? I don't see where (and in which format)UDK stores the information.
Replies
Then everytime you place the instance it will place with those vertex colors because they are now in your source mesh not the instance. Alternatively you can paint in Max/Maya and preserve it that way.
Edit: I didnt realize this was modular, there is no way that I know of to preserve an instances color information without copying it to the source, so if you are placing multiple instances of the same mesh expect their color information to be the same also
Yeah, I see how prefabs make more sense when lights or Kismet is attached to them.I wasn't really sure what would happend, and I was surprised about what did happen. I didn't know you can group like this in UDK, though. I always use the layers in the browser to make selections.
I'm gonna have to check where in UDK these groups show up. It's kind of a pity that I am working with Cryengine for the current project. Boy, do I miss FBX export!
You mean if I wanted to get this into Cryengine? That's not the plan, but thanks for your piece of advice!