So yeah.
This is the Unreal Developer Kit Master Thread.
You can throw your questions in here, as this will be a sticky.
For starters..
Did you know you can now paint vertex maps on static meshes inside UDK?
Here is the link:
http://udn.epicgames.com/Three/MeshPaintReference.html
Replies
I've never jumped into Unreal Editing before. I will be experimenting with this new UDK release in the coming weeks, and hopefully a lot of questions will be answered here. I'll go ahead and kick it off...
I understand that UE3 allows for importing of Collada files. What is the usual procedure for exporting animated meshes into the Collada format to be compatible with UE3? (How many bones per vertex, shape key support, labels, bounding boxes, etc...)
UDK forums
I start the install as administrator and it stops about halfway through with "UNsetup" has stopped working....
Any suggestions would be much appreciated Thanks!!!
-==Edit==-
Okay so I reinstalled as admin and on a different drive and got it to work:thumbup:
win 7 x64
UDK Tutorials
http://www.hourences.com/book/tutorialsue3lightmass.htm - Introduction to using the LightMass system.
http://www.hourences.com/book/tutorialsue3softphys.htm - How to use soft physics in UE3.
UDK Jobs
Anyone can send me their "job" openings for their UDK projects, and I will get them posted. The only requirement is that your project must either have something done already (demonstrate it is not just a dream), or you must be able to pay the person for the work he does. This to ensure a minimum level of quality.
An example - The Haunted is looking for a programmer - http://www.hourences.com/book/jobsindex2.php#265
Snippets
It allows you to quickly paste in a setup, and most importantly learn from how the examples have been made.
For example:
The Ball
We are working hard on the full game right now, we hope to get it done in a couple of months. Follow our progress on our website http://theball.toltecstudios.com/ and on Facebook http://www.facebook.com/pages/The-Ball/151208229313?v=wall&ref=search
http://download.udk.com/UDKInstall-TheBallDemo.exe - The demo has about 30 to 40 minutes of gameplay.
... Was messing with lightmass bakes and kept getting these weird splotches of blue. On other tests there were splotches of r, g and b. They seem to appear in the same spots regardless of textures or light placement, no idea what it is, might be some stupid newb issue because I'm new to UE3 though? Tried changing various settings and rebuilding in different ways, no luck, just weird.
It might be some of the bluish light leaking to the interiors.
I'm running into a similar problem with textures now. I unload the package, then right click to delete a texture in that package. But right clicking makes that texture load, then the editor tells me it's in use when I go to delete it...
It could be being used by a material you made and thus trying to prevent you from doing that.
Just double check that over and it should work.
There you go, next time you close the editor, that texture is gone forever. If it would ask for "aaaaaaaaaaaaa" next time you load the real package, just save the package again and you are fine.
Hourences - that worked. Thanks Still a pain though, you wouldn't think you'd have to do that just to delete something.
- as mentioned adjust your sky / environment color
- adjust lightmap resolutions for objects
- change the textures for these surfaces to see how the diffuse component is adding to the light (and to see if thats what is causing it)
Building your entire scene vs single objects will result in different lighting, as well as the quality presets lightmass offers.
-Tyler
Lightmass really needs open, light and very milky textures to get the most out of the bounce lighting, you ought to be brightening your texture values by about 300% more than you used to and its also worth artificially boosting your normal map strength by 200% in photoshop or crazy bump etc
Try taking a texture ingame on a new static mesh and make sure its just matte and flat colour and take a look at that before you start shading or compositing photoref. You'll see instantly what I am talking about.
Often we are finding on the environment side of things here that the lighting map we generate in max, combined with a shademap made in crazybump or through xnormal, with a light bit of photosource on top is almost enough to call it done and to ensure we don't kill our normals or the ability for the lightmass bounce lighting to really do its thing.
could you maybe if you have time make a couple images or an example of what you mean please, thanks
If you find your textures are too dark, you can double click them in the Content Broswer, and edit their brightness, saturation, and color curves numerically to get quick & easy brightening of your diffuse textures, without mucking or messing with your Photoshop files. These setting will keep as well, unless you choose to overwrite the texture settings upon a fresh import of the texture (you can also choose to not replace them on a fresh import, as well).
random picture using direct x 10.
and set AllowD3D10 = True
Were the levels included in UDK all edited in this way ?
Maybe I should compare myself...
Hey, I've tried everything to get Swarm to work, let us know if it works right now, or in a later release... It's driving me nuts.
Here is what I did so far:
Vista64 - Swarm works on local machine, I can see all other networked machines running the Agent (pings go across just fine). But only my machine (Vista64) renders. All other machines are compiling the scene. I tried mapping my work files through the network so all machines have access to the data (like you would do for some network rendering apps). Still no go.
I can run the Agent and Commander on my Vista32 machine and it controls the Vista64 machine just fine. The Agent still doesn't work on the Vista32 machine. Makes me think something is borked with the Vista32 machine settings. Also, I can't invoke a render on the Vista32 machine, it crashes all the time.
second isue. sometimes when i rotate around the wall pieces disapeer and reapear like they are loding out at the edge of my screen
2nd issue: I think your PC is just slow. My laptop does that too, my desktop never has that issue as it's way faster.
i have a 21 frame animation that registers as .0336s when in reality it should be .336s anyone experience this problem before ?