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 it has a black outline around where the tiles connect. am i doing something wrong? or will tilesets like this not light properly? the textures are all just constant 3's set to different color diffuses. each piece has 2uv channels with independant nontiling uv cords. each piece is se to light mat coordinate index 2 (i guess this makes it use the uv channel 2?) and resolution of 128
second isue. sometimes when i rotate around the wall pieces disapeer and reapear like they are loding out at the edge of my screen
I was trying to turn this off too because it looked really bad, and it took me awhile to figure it out. It's actually SSAO, I think, so it's not baked and you can turn it on/off with Allow Ambient Occlusion under Post Process settings either in World Info or in a Post Process Volume.
still doin the same thing, in the world properties world info i set allow ambient oc to false but still doin the same thign. even messed witht he use subdivisions like at the bottom of this page http://udn.epicgames.com/Three/LightingReference.html linked to me by cholden
i've discovered it i turn off light mass it works fine. but i want light mass..
Rhinokey:
Are your pieces cubes that you are just snapping together? Like, when you put one chunk together with another, do you have two faces meeting in between them?
If that's what you are doing, then you just need to delete those inner faces that are touching. Your light map is baking around the corner and giving you what looks like a seam.
It works fine with lightmass off, because it's more than likely just doing a vertex light and not baking the light maps.
nontiling uv cords. each piece is se to light mat coordinate index 2 (i guess this makes it use the uv channel 2?) and resolution of 128
second isue. sometimes when i rotate around the wall pieces disapeer and reapear like they are loding out at the edge of my screen
Unreal starts at 0 and max at 1.
Therefore max UV layout 2 = unreal layout 1.
Don't think that will solve your issue though, just something I picked up on.
@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).
Anyone know if there's a way to desaturate the screen based on z-depth, maybe as a post-process effect?
I.e. things get less saturated the further away from the camera.
Anyone know if there's a way to desaturate the screen based on z-depth, maybe as a post-process effect?
I.e. things get less saturated the further away from the camera.
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
@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.
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?
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.
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.
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
# 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.
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...
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.
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.
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.
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
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.
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:
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.
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?
i was wondering if anyone knows how to set up the swarm coordinator, so i can get a farm rocking in our apt
I would like to, but one of my comps is bugging out. And looking on the UDK forums, no one has gotten it to work.
Real quick:
Turn off Windows Firewall on the computers (even when you tell it to not block, for some reason, it still mucks up).
Start up the agents on all computers.
You will see the following under Settings on each Agent:
AgentGroupName = The name of the group.
CoordinatorRemotingHost = The network name of the computer running the Coordinator.
Run the Coordinator, run all the Agents. Do test pings between them all. And that should be it. You can turn on the developer settings and increase the number of procs for remote jobs. Also set this up as start up in windows (put a shortcut in the startup folder), and put BringToFront to false.
Hey. I'm having a problem with fracture meshes in game. When I place the mesh in the level and build all it just isn't there at all. The shadow of it is on the floor, but the mesh doesn't exist. I tried making the light dynamic and have tried everything I can think of. All the documentation and tutorials I've seen for it indicate that I should just be able to place a fractured mesh in the scene, hit build all, and it works fine.
I've tried it with the meshes that come with the udk, and some that I made myself.
Is there something I'm missing? Any help would be much appreciated.
Don't forget to save your package. In unreal quite often, the assets bake out shadows but do not show up in the game until the package has an actual source file on the hard drive, not memory.
Yeps....did all that. I've just checked and rechecked, and I still can't get nuffin.
When you say, "Go to world and AddFracturedStaticMesh." do you mean just right clicking in the scene and adding a fracturedstaticmesh? Or is there another way to add these guys in.
This is poooooo.....I wanted to explode something! :P
hey guys, I can't get bloom to work anymore, it is enabled in the world properties but I see nothing... (Im multiplying a texture with a constant with the value 3 connected to the emmisive slot)
Replies
I was trying to turn this off too because it looked really bad, and it took me awhile to figure it out. It's actually SSAO, I think, so it's not baked and you can turn it on/off with Allow Ambient Occlusion under Post Process settings either in World Info or in a Post Process Volume.
i've discovered it i turn off light mass it works fine. but i want light mass..
Are your pieces cubes that you are just snapping together? Like, when you put one chunk together with another, do you have two faces meeting in between them?
If that's what you are doing, then you just need to delete those inner faces that are touching. Your light map is baking around the corner and giving you what looks like a seam.
It works fine with lightmass off, because it's more than likely just doing a vertex light and not baking the light maps.
Hope ya get it workin.
Therefore max UV layout 2 = unreal layout 1.
Don't think that will solve your issue though, just something I picked up on.
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.e. things get less saturated the further away from the camera.
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
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.
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.
Cheers, i'll give that a shot.
# 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.
*no pun intented
Getting Started with UDK:
[ame]http://www.youtube.com/watch?v=OcJ3J2Yf_Wg[/ame]
Unreal Terrain Basics:
[ame]http://www.youtube.com/watch?v=VYGG2e9CEBE[/ame]
Fracture Tutorial:
[ame]http://www.youtube.com/watch?v=WLaxPKCeLaY[/ame]
Fluid Surface Actor Tutorial:
[ame]http://www.youtube.com/watch?v=4-qEHHorBAs[/ame]
Cloth Basics with UDK: part 1 and 2
[ame]http://www.youtube.com/watch?v=fwXsHvlVryE[/ame]
[ame]http://www.youtube.com/watch?v=V5iVXo-uIAs[/ame]
CrowdSystem Tutorial:
[ame]http://www.youtube.com/watch?v=GTP4TDBGWsQ[/ame]
http://boards.polycount.net/showpost.php?p=1028644&postcount=79
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.
So you have your Terrain Mesh>Terrain Layer Setup>Terrain Materials>Material
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
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.
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)
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.
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!
lamont, thanks for the clarification.
Real quick:
- Turn off Windows Firewall on the computers (even when you tell it to not block, for some reason, it still mucks up).
- Start up the agents on all computers.
You will see the following under Settings on each Agent:- AgentGroupName = The name of the group.
- CoordinatorRemotingHost = The network name of the computer running the Coordinator.
Run the Coordinator, run all the Agents. Do test pings between them all. And that should be it. You can turn on the developer settings and increase the number of procs for remote jobs. Also set this up as start up in windows (put a shortcut in the startup folder), and put BringToFront to false.That should be it.
I've tried it with the meshes that come with the udk, and some that I made myself.
Is there something I'm missing? Any help would be much appreciated.
When you say, "Go to world and AddFracturedStaticMesh." do you mean just right clicking in the scene and adding a fracturedstaticmesh? Or is there another way to add these guys in.
This is poooooo.....I wanted to explode something! :P
SAVING THE PACKAGE.
Jeeeesum. That did it.
Wow.
That's pretty crazy.
hahah....thanks again for ya'lls assistance! Now i'm off to explode things. :P
/edit: fuck, too late.. shouldn't leave pages up for a long while and then type :P