No idea if this has been asked and if there is an answer, But is there any way of stopping steam from displaying me as in UDK? It's just that sometimes i can't be asked to work on something and normally i'll tell the people who i'm currently working on a project with that I am working on it, But with it showing if i'm in it or not, It makes it hard.
Does anyone know when and if tessellation will be made available in UDK. I heard Jan 2011 can anyone confirm that date? I would love to have a play with this feature.
[ame]http://www.youtube.com/watch?v=3qFPiAnyUjE[/ame]
hey baby, im just monkeying around with the udk lately.
is there any tips to get the facial animation to correctly match with the voice sound? ( it does match in xsi)
http://www.youtube.com/watch?v=3qFPiAnyUjE
hey baby, im just monkeying around with the udk lately.
is there any tips to get the facial animation to correctly match with the voice sound? ( it does match in xsi)
If you are having problems with sync then it's the trigger for the event (guessing you have one long animation and one long audio track). If you want UDK to drive it, then you need to:
transcribe the recording.
export phonemes/mesh from xsi using FaceFX. Be careful with the text file that lists the frames/phoneme. No blank spaces.
In UDK start up FaceFX.
Load text and audio.
Edit phoneme chart to fit the text.
Link each XSI phoneme to the FaceFX phoneme chart, also link the text to audio track.
Play back the audio and fix all the phoneme errors from the automated function.
Save and save often, it crashes and some parts have no un-dos.
Hello guys! Sorry to bother you again, but I'm in a dire need of your advice. Again. I have a wierd issue with udk lighting or with detail lighting to be precise.
Here's a picture that shows, how wierd dark blobs appear all over my scene in detail lighting mode and in lit mod too.=( Makes me a sad panda.=( Anything like this ever happened to you?
Hello guys! Sorry to bother you again, but I'm in a dire need of your advice. Again. I have a wierd issue with udk lighting or with detail lighting to be precise.
Here's a picture that shows, how wierd dark blobs appear all over my scene in detail lighting mode and in lit mod too.=( Makes me a sad panda.=( Anything like this ever happened to you?
Hey, Lamont, I'm pretty sure it has something to do with either normal map or lightmass. But it isn't any specific normal map - since this stuff is practically everywhere. And this wall(and floor too) has a tilable material this is tiled quite a few times across the surface. So it сan't be some sort of a blob on a normal map itself, but rather the way NMs interact with the lightmass.
No I'm not. I'm using the August build. Maybe I should update...
And what kind of settings are you talking about? I know that Epic added normal map data into baking algorithm, but that's about all I know. I guess I should've looked through UDN and Lightmass settings before posting. I'll check it out in the morning.
so yeah, here's the switch that helped. Although I still don't get how this stuff works and what caused it. What I did was basically turn off the feature of using NMs with Lightmass. Seems like could be bugs. I guess I should update. And yeah - it hasnt completely gone away - on more curvy surfaces things are still weird.
Hey guys, I've been looking around for an answer, can't find one yet.
I've been building the GUI and HUD for my group project, and I've been trying to make a main menu.
The setup is for a UIscene to overlay a matinee camera loop that i made as a backdrop. The thing is, I can't seem to find a way to link the button in the UIscene to this kismet, nor can i find an event like "on scene closed" or something. In fact if I could figure out how to get that kind of functionality, that would be great for a lot of other things in the game as well.
Hope I was clear enough!
P.S the problem at the moment is that if i click the "start game" button in the UIscene, it closes the scene, and then the matinee just loops forever.
"The thing is, I can't seem to find a way to link the button in the UIscene to this kismet"
I haven't tried much of kismet/Ui Scene, but The 3D Buzz tutorials seem pretty comprehensive on the subject... Link to UDN Video tuts
That may give you the answers your after!
MY problem with UDK (Dec build)...
I duplicate a mesh or material and after a random amount of time as it's not in use in the scene UDK unloads it.
Problem is... it won't allow me to fully load my package or the mesh/material (the option is greyed out)
So I tried saving all and restarting Unreal then opening the file again and the mesh/material has dissapeared completely.
I've searched for a solution to no avail so far.
It's happened before where materials just dissapeared (ie. if I reimported a mesh and the texture slots no's changed) so I had to build them again.
I thought you had to make menu's using scaleform now?
you can. i personally prefer it, tho when i was talking with a friend who is helping with our hud for a project, he said that he now prefers to do it in kismet since they removed the old UI system.
Hey Lamont, thanks!, found what I was looking for, Level Event within the UIScene actually can link up with a remote event in the main kismet, it's just that the red cross wont change to a green tick, even though the connection is there.
This might be kind of a stupid question but if I don't ask it I'll probably feel insecure and confused for the rest of my life.
#1 - Is there any way to have a lightmap merged with a layer of AO?! #2 - Could I have a dynamic lightmap that works like AO in udk?(only filling crevices)
In this case I want to have a tileable texture but still preserve some details I made from a very basic Highpoly. Normal map isn't relevant.
I can easily make this with xnormal and photoshop but its a different matter when it comes to udk.
I like using this setup in Marmoset Toolbag but it would be cool if I could either export the specific lightmap and overlay it in photoshop and then import it again or find another solution.
Edit: This thread might not be as active as I thought. Would still love a answer anyway.
was looking around for a tutorial or atleast a material picture breakdown of how to get the z up texture blending via a heightmap for models for when you want to put snow or sand ontop of a model into a scene for instance.
Does anyone know when and if tessellation will be made available in UDK. I heard Jan 2011 can anyone confirm that date? I would love to have a play with this feature.
seems as if the beginnings are already being added, just not yet fully exposed in the public releases.
The screenshots of the tesseallations in the licensed copy got me pretty excited.
But then again some of the exposed features ( dropdown menus, etc. ) in
the November release were taken out of the Jan release.
I hope that doesn't mean that they are backing out of implementing.
Gotta stop playing the stone giant benchmark... The long wait in
attacking a first stab at such a pipeline is killing me. ( gimme gime gimme )
Also it is nerve-racking when the majority of Artists out there aren't
giving input on new tech as it develops.
Maya 2011 FBX exporter is not bringing over smooth edges (smoothing groups) to unreal. I import into Unreal and all the edges are hard. I have seriously tried every combination of settings. Any suggestions?
[edit]
woops. i feel like i do this a lot....uhhh tick explicit normals when importing in unreal if anyone else has had the same issue.
Has anybody had any problems with Cascade with the January version? We have the December build at school and it seems to run much better than the Jan build. I downloaded the latest and it runs like shit on my computer, not sure if it's my ATI 4870 not liking it or if my Core 2 Duo isn't cutting it anymore.
Either way, it's goddamn annoying and I'm going to try and download the December build to see if it works better.
have deco layers been disabled in the Jan build? I was following a terrain tutorial went to ass my deco layer but couldnt add a staticmeshfactory. I then read that foliage layers had been disabled in favour of 'landscapes' which I had not heard of before, can anyone shine some light on this for me?
Quick Q: I thought I'd import some models quick and dirty into my UDK scene without having unwrapped them. (It also has some open faces, but so did a few other props.)
Slapped on a grey material, dropped them in the world, built everything and it looked fine.
...but when I 'play in viewport' the mesh isn't visible. Only the shadow is there. Any Ideas? What't the minimum requirement for having a mesh show up in game?
I'm pretty sure that there is some setting that I need to fix.
Everytime I alter the scen after I've done the lightning this artifact occurs. Is there some way to disable some lightning property and get it to go away while I make the stuff and then re-enable it later on? I use ATI if it would happen to be drivers related. http://dl.dropbox.com/u/15123461/Balmora_Reborn/_Screenshots01/fixit.jpg
EDIT: Fixed it.. Cast dynamic shadows should be ticked off..
Ok, first edit the BaseEngine.ini and find the line:
AllowSubsurfaceScattering=False
Change that to True.
Second (just to be sure) for some reason I don't get the compile warning. But it looks like it does, so I just did a full recompile using Unreal Frontend.
Hey, so I've got a little question about vertex colors.
So I have an older static mesh in a package that has default vertex colors (all white) which I want to replace with a new spiffier mesh that has some vertices with custom colors (mesh is a tree branch, vertex colors used to vary leaf colors much like you'd see in autumn).
I thought I could just adjust the vertex colors in max and then reimport the static mesh over itself, much like I would do if I was correcting a geometry problem.
However, when reimported, UDK does not update the vertex colors.
I ran a little test and imported the new mesh by itself under a different name to check if the vertex colors were even being imported at all. The new test mesh was being imported correctly with vertex colors, so the object is definitely leaving max without issues.
Is there a way to simply re-import the mesh and force UDK to replace the vertex colors? The mesh is part of a large level, and there's a few hundred of them place around, so if anyone knows of a way I can just reimport the new mesh with updated vertex colors, it would save me the massive headache of having to replace them all by hand.
well u wouldnt have to replace them all by hand. if you select one of the static meshes in the level, using the hotkey CTRL+SHIFT+A you will select all of the same type of mesh. then in the static mesh properties, you can choose which mesh to use. so if you did reimport as a new mesh, you would only have to change the mesh directory and they will all change to the new correct mesh, and still be in the same place.
Replies
Dont install UDK from Steam
In your UDK directory - UDKGame\Config\DefaultEngineUDK.ini
Right near the top, set bEnableSteam to false.
Pissed me right off too!
how to mute all audio in udk ?
play the game
press tab
type
setAudioGroupVolume Master 00
When I say tessellation I mean like this-Uniengine
[ame]http://www.youtube.com/watch?v=bkKtY2G3FbU&feature=player_embedded[/ame]
[ame]http://www.youtube.com/watch?v=0HWZKGZcKoA[/ame]
edit: OH WOW! saw it here a bit better explained
[ame]http://www.youtube.com/watch?v=bkKtY2G3FbU[/ame]
looks really cool. hopefully udk will impliment something like that.
hey baby, im just monkeying around with the udk lately.
is there any tips to get the facial animation to correctly match with the voice sound? ( it does match in xsi)
- transcribe the recording.
- export phonemes/mesh from xsi using FaceFX. Be careful with the text file that lists the frames/phoneme. No blank spaces.
- In UDK start up FaceFX.
- Load text and audio.
- Edit phoneme chart to fit the text.
- Link each XSI phoneme to the FaceFX phoneme chart, also link the text to audio track.
- Play back the audio and fix all the phoneme errors from the automated function.
Save and save often, it crashes and some parts have no un-dos.but ^ thanks ^^
Here's a picture that shows, how wierd dark blobs appear all over my scene in detail lighting mode and in lit mod too.=( Makes me a sad panda.=( Anything like this ever happened to you?
here's a strait forward link. It's a 2 frame animation gif . Might take a little to load but works fine with me. =(
Strange.
And what kind of settings are you talking about? I know that Epic added normal map data into baking algorithm, but that's about all I know. I guess I should've looked through UDN and Lightmass settings before posting. I'll check it out in the morning.
so yeah, here's the switch that helped. Although I still don't get how this stuff works and what caused it. What I did was basically turn off the feature of using NMs with Lightmass. Seems like could be bugs. I guess I should update. And yeah - it hasnt completely gone away - on more curvy surfaces things are still weird.
http://img268.imageshack.us/img268/2236/lightprobstill.gif - link to the gif(just in case)
Have to try to update. Weird that no one seems to have stumbled upon it. I wonder what I did that's so different.
I've been building the GUI and HUD for my group project, and I've been trying to make a main menu.
The setup is for a UIscene to overlay a matinee camera loop that i made as a backdrop. The thing is, I can't seem to find a way to link the button in the UIscene to this kismet, nor can i find an event like "on scene closed" or something. In fact if I could figure out how to get that kind of functionality, that would be great for a lot of other things in the game as well.
Hope I was clear enough!
P.S the problem at the moment is that if i click the "start game" button in the UIscene, it closes the scene, and then the matinee just loops forever.
I haven't tried much of kismet/Ui Scene, but The 3D Buzz tutorials seem pretty comprehensive on the subject... Link to UDN Video tuts
That may give you the answers your after!
MY problem with UDK (Dec build)...
I duplicate a mesh or material and after a random amount of time as it's not in use in the scene UDK unloads it.
Problem is... it won't allow me to fully load my package or the mesh/material (the option is greyed out)
So I tried saving all and restarting Unreal then opening the file again and the mesh/material has dissapeared completely.
I've searched for a solution to no avail so far.
It's happened before where materials just dissapeared (ie. if I reimported a mesh and the texture slots no's changed) so I had to build them again.
It's like it auto-cleanses!
I thought you had to make menu's using scaleform now?
you can. i personally prefer it, tho when i was talking with a friend who is helping with our hud for a project, he said that he now prefers to do it in kismet since they removed the old UI system.
#1 - Is there any way to have a lightmap merged with a layer of AO?!
#2 - Could I have a dynamic lightmap that works like AO in udk?(only filling crevices)
In this case I want to have a tileable texture but still preserve some details I made from a very basic Highpoly. Normal map isn't relevant.
I can easily make this with xnormal and photoshop but its a different matter when it comes to udk.
I like using this setup in Marmoset Toolbag but it would be cool if I could either export the specific lightmap and overlay it in photoshop and then import it again or find another solution.
Edit: This thread might not be as active as I thought. Would still love a answer anyway.
i fail at search please halp !
What you want sounds similar to The Pit project Virtuosic is working on.
EDIT:
I think this one is exactly what you are looking for:
Up Vector + HeightMap Blending - Demo
After reading and re-reading your post, I'm still not exactly sure what you want to do.
Maybe these links will help you out:
http://www.chrisalbeluhn.com/UDK_Ambient_Occlusion_Tutorial.html
http://udn.epicgames.com/Three/Lightmass.html#Ambient%20Occlusion
Here's an interesting link:
http://forums.epicgames.com/showthread.php?t=752085&highlight=tessellation
seems as if the beginnings are already being added, just not yet fully exposed in the public releases.
The screenshots of the tesseallations in the licensed copy got me pretty excited.
But then again some of the exposed features ( dropdown menus, etc. ) in
the November release were taken out of the Jan release.
I hope that doesn't mean that they are backing out of implementing.
Gotta stop playing the stone giant benchmark... The long wait in
attacking a first stab at such a pipeline is killing me. ( gimme gime gimme )
Also it is nerve-racking when the majority of Artists out there aren't
giving input on new tech as it develops.
[edit]
woops. i feel like i do this a lot....uhhh tick explicit normals when importing in unreal if anyone else has had the same issue.
Either way, it's goddamn annoying and I'm going to try and download the December build to see if it works better.
Slapped on a grey material, dropped them in the world, built everything and it looked fine.
...but when I 'play in viewport' the mesh isn't visible. Only the shadow is there. Any Ideas? What't the minimum requirement for having a mesh show up in game?
Did you save the package containing the meshes?
Oh and open faces is not a problem at all.
That's what I get from staying up till 3.30 am :I
I've enabled the SSS in the Material, but then none of the additional inputs seem to do anything.
But in the Material Editor, there's:
SubsurfaceInscatteringColor
SubsurfaceAbsorptionColor
SubsurfaceScatteringRadius
and the property:
Enable Subsurface Scattering
Apparently it's a bit new, but I can't find any documentation or tutorials about it.
Everytime I alter the scen after I've done the lightning this artifact occurs. Is there some way to disable some lightning property and get it to go away while I make the stuff and then re-enable it later on? I use ATI if it would happen to be drivers related.
http://dl.dropbox.com/u/15123461/Balmora_Reborn/_Screenshots01/fixit.jpg
EDIT: Fixed it.. Cast dynamic shadows should be ticked off..
AllowSubsurfaceScattering=False
Change that to True.
Second (just to be sure) for some reason I don't get the compile warning. But it looks like it does, so I just did a full recompile using Unreal Frontend.
Thx a ton!
So I have an older static mesh in a package that has default vertex colors (all white) which I want to replace with a new spiffier mesh that has some vertices with custom colors (mesh is a tree branch, vertex colors used to vary leaf colors much like you'd see in autumn).
I thought I could just adjust the vertex colors in max and then reimport the static mesh over itself, much like I would do if I was correcting a geometry problem.
However, when reimported, UDK does not update the vertex colors.
I ran a little test and imported the new mesh by itself under a different name to check if the vertex colors were even being imported at all. The new test mesh was being imported correctly with vertex colors, so the object is definitely leaving max without issues.
Is there a way to simply re-import the mesh and force UDK to replace the vertex colors? The mesh is part of a large level, and there's a few hundred of them place around, so if anyone knows of a way I can just reimport the new mesh with updated vertex colors, it would save me the massive headache of having to replace them all by hand.