Does any of you guys know how you should set up your LODs in 3ds max so that I can export all of the LOD in one fbx? I have gotten it to show up but for some damn reason the lods show up in UDK with the Lod1(HIGH) as the lod3. I would really love to get some feedback since I've been more or less trying all night.
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.
When you import the static mesh there is a checkbox in the dialog that pops up that reads "Replace Existing Vertex Colors" . By default it is unchecked. If you check this the max vertex colours will replace the in-game vertex colours on the mesh.
Hey guys, I've got what I assume to be a pretty n00b question, but I've scoured the official UDK forums and couldn't find anything similar, so I figured I'd see if you peeps can point me in the right direction. (Thanks in advance!)
I'm attempting to strip down the UDK player setup to its bare minimum (meaning no UI, no gun, etc etc). I've already got the gun/inventory and HUD hidden... but I still have this weird mesh following me around wherever I go (this is a view looking straight down at the ground...):
The mesh(es) follows the player's translation, but not rotation (it stays fixed relative to worldspace)
Can anyone help me figure out what that mesh is and how I can hide it?
It's the player's arms (for first person). When you remove the weapons, the player is taking nothing, so the arm stay down like in your screen.
For disabling it totally : http://forums.epicgames.com/showthread.php?t=717260
anyone ever experience problems with cascade dumping the preview window when you are making a new particle effect? i made like 6 different effects then all of sudden my little preview window does not show anything anymore?! i have a pretty good vid card with new drivers and the rest of my rig is nice enough...
It seems that the script is now working in any other level apart from the one I want it to work in. I have no idea why, I don't even see any settings I can change to make it not work on that level. Any ideas?
It's because the code is affecting the player, on all the game.
You can maybe add a filter in the code to check the name of the map, if you are not on the map you want you call the code, but if you are one the right map you do nothing.
I can't help you more because I don't know (yet) how to get the name of the current map where the player is. Maybe by the gameinfo's code...
Hmm, anyone know how to get the world up vector? I'm using dot product on an objectorientation node with 0,0,1 but it's returning the local up vector instead of the world one.
Hmm, anyone know how to get the world up vector? I'm using dot product on an objectorientation node with 0,0,1 but it's returning the local up vector instead of the world one.
Constant 3 of 0,0,1 into vector transform with local to world ? that what you looking for? I'm still learning stage for shaders so might be wrong :P
When I right click a mesh in the content browser and choose open in static mesh editor nothing happens. If I double click the mesh the thumbnail flashes white, but nothing happens.
I can't seem to access the static mesh editor in any capacity. This apply's to meshes that ship with UDK also.
Wondering if anybody knows why my 2048x2048 textures are being displayed in the editor\ viewer at 250x250 and are showing as being displayed in-game as max 1024x1024? I haven't used UDK in ages and my memory is failing me on this one.
Im using the newest release and haven't edited any .ini files etc yet.
Hey FatCap, check in the texture view window and make sure that the resolution, LOD...something (I can't remember what it's called) is set to Render Target. That sets your textures to be at the maximum resolution.
Hey FatCap, check in the texture view window and make sure that the resolution, LOD...something (I can't remember what it's called) is set to Render Target. That sets your textures to be at the maximum resolution.
Yep - you are right - setting the LOD to RenderTarget does show the textures at full res - thanks for the quick reply.
Has the new SSS been "removed" from the newer releases?
Setting AllowSubsurfaceScattering=True in the BaseEngine.ini file of the UDK-2011-01 release gives the option to check the Enable Subsurface Scattering tickbox on a material, and get the new SSS functions working on that mat (SubsurfaceInScatteringColor, SubsufraceAbsorptionColor nodes etc).
Setting AllowSubsurfaceScattering=True on the UDK-2011-02 release doesn't give the same option so hooking up nodes to the new subsurface scattering inputs dont show any changes to the material.
Is there something else I need to change in the UDK-2011-02 release to get the new SSS to work the same way they did in the UDK-2011-01 release?
...EDIT - OK it looks like in the March release these have been shifted over to only being available while running the editor in DX11 mode. This option doesn't seem to be available for the Febuary version (either adding -DX11 to the editor shortcut, or in the View> Properties menu) we are using here, and theres no programmer supprort at the moment to get to pull the relevant files into our build, or update to the newest version - boo
Has the new SSS been "removed" from the newer releases?
Setting AllowSubsurfaceScattering=True in the BaseEngine.ini file of the UDK-2011-01 release gives the option to check the Enable Subsurface Scattering tickbox on a material, and get the new SSS functions working on that mat (SubsurfaceInScatteringColor, SubsufraceAbsorptionColor nodes etc).
Setting AllowSubsurfaceScattering=True on the UDK-2011-02 release doesn't give the same option so hooking up nodes to the new subsurface scattering inputs dont show any changes to the material.
Is there something else I need to change in the UDK-2011-02 release to get the new SSS to work the same way they did in the UDK-2011-01 release?
...EDIT - OK it looks like in the March release these have been shifted over to only being available while running the editor in DX11 mode. This option doesn't seem to be available for the Febuary version (either adding -DX11 to the editor shortcut, or in the View> Properties menu) we are using here, and theres no programmer supprort at the moment to get to pull the relevant files into our build, or update to the newest version - boo
It was only in the march build, the previous ones had the functionality but not the actual shaders to do it.
Hello, I need to teach rigging in Maya - UDK so if anyone has any good links to some tutorials I would very much apprieceate them. If not I will work out the process and if I get time over Easter I will make a video and upload it to Vimeo.
Also getting a custom gun into UDK is a real pain to teach, please Unreal if you read this get your TD to make an easier pipeline.
Cross postin!
This is exactly the same lighting setup in both the November and March builds. default light settings and three simple brushes. No settings changed.
I cannot get lights in the march build to reliably cast shadows! What changed, and how can I get some crisp shadows? :poly127:
Cross postin!
This is exactly the same lighting setup in both the November and March builds. default light settings and three simple brushes. No settings changed.
I cannot get lights in the march build to reliably cast shadows! What changed, and how can I get some crisp shadows? :poly127:
[EDIT] Hmm, I'm wrong, it not the same problem. I know that since the march beta they change a lot of thing in the lighting. I think you must reconfigure your light, unfortunately.
Hi mates!
In the last hour i have tried to import a skeletal mesh, and then in Phat tweak some properties for the physics, after some pain (first try to do such thing in UDK) i have succeed, but an info, is possible to add WindSource in such physics object? Or this can be applied only on faliage? For have some kind of animation and not a boring static mesh, futile for a demo reel.
If this is just for your demo reel and not a game, why not just animate an ambient swaying animation? No need to over complicate it unless you plan on jumping into the air and punching the sign during your reel.
I have thinked for an animation, but i never create one at all, so the result will be not so good, but can be a possibility if the physics stuff and wind can't be done.
ok yeah, it was the same issue i had. since that was done in the april build, i finished with my scene and didnt really touch it.. i just brought it into a later build and it worked (i think it was september or something).
what you could try if you are using the current march02 build is just select everything in the level, and copy/paste it to a new level. everything will remain where it was, you'll just have to rebuild lighting and hopefully that will work.
ok yeah, it was the same issue i had. since that was done in the april build, i finished with my scene and didnt really touch it.. i just brought it into a later build and it worked (i think it was september or something).
what you could try if you are using the current march02 build is just select everything in the level, and copy/paste it to a new level. everything will remain where it was, you'll just have to rebuild lighting and hopefully that will work.
yeah it's for a college project and we're using the August build. Will try and move to March build and see if it works. Thanks Oniram Issue is really weird and not sure what we did to get that.
hmmm I got a problem with SceneCaptureCubeMapActor or rendertotexturetargetcube. it will only take a image from one which is not all that helpful when making a cubemap. any one know what problem maybe?
new here so please redirect me if there is somewhere else I need to go.
I constructing a side scrolling beat-em-up on UDK mobile, in the very early stages, and I'm having trouble constructing an animation tree for my character. can anbody lead me in the right direction?
Hey guys big problem I need to fix pretty urgently. I just formatted my PC and installed the latest UDK - april. Every object I import, it's pivot is off. I have reset xforms, and obviously centered the pivot in max. Any suggestions please?
i believe the object needs to be centered to the world in max.. not just the pivot centered to the object. if you open up the properties of that object in udk and select movement.. moving it to 0,0,0 should make it correspond to the exact coordinates you have in max. center your object to 0,0,0 and then export.
I'm looking for some info from the UDK experts in here on how to achieve something. I'm working on an environment in UDK that has tiles for the floor and wall, but also has many broken tiles, and some completely missing. I'm trying to figure out the best approach to doing this.
I'm thinking using vertex painting to blend 2 tileable textures is the way to go, but I'm not sure if it can give me the results I want.
Obviously 1 texture would be a "clean" version, but for the blended texture of the broken tiles, would it to be better to just have a cracked tile texture or have black "undercoating texture" and paint in the cracked areas.
My worry with the black texture would be you would loose any bump information of the falloff from the tile to the ground.
painting the cracked areas would probably be a pain. to tell u the truth id use maybe 3 different variations of textures. one clean. one cracked, and one fucked up (tiles missing n whatnot). so you could start painting the cracked ones wherever u want, and the broken ones would inherit the same thing. its sort of what ryan smith did in his Pit environment.
Either what Oniram says or using a low rez unfiltered (pixelated) BW texture layered and offset on top of itself to create an irregular mask for where your second broken-tiles texture will appear might be interesting. Ie have the lo rez texture correspond with the tile-sizes so if the lorez is 16x16 you make sure you have 16x16 tiles in the hirez diffuse/normal etc.
also, if you want to vertex paint pools of blood in the cracks of the tiles or whatnot, you could take use of the alpha channel for the vertex colors. that would be neat.
Replies
When you import the static mesh there is a checkbox in the dialog that pops up that reads "Replace Existing Vertex Colors" . By default it is unchecked. If you check this the max vertex colours will replace the in-game vertex colours on the mesh.
HELP with vehicle animations!
http://www.polycount.com/forum/showthread.php?t=81441
I'm attempting to strip down the UDK player setup to its bare minimum (meaning no UI, no gun, etc etc). I've already got the gun/inventory and HUD hidden... but I still have this weird mesh following me around wherever I go (this is a view looking straight down at the ground...):
The mesh(es) follows the player's translation, but not rotation (it stays fixed relative to worldspace)
Can anyone help me figure out what that mesh is and how I can hide it?
Thanks!
-eaa
For disabling it totally : http://forums.epicgames.com/showthread.php?t=717260
Much appreciated!
-eaa
In Maya displaying soft and hard edges.
In UDK with some faces missing.
Any thoughts on why is this happening?
You can maybe add a filter in the code to check the name of the map, if you are not on the map you want you call the code, but if you are one the right map you do nothing.
I can't help you more because I don't know (yet) how to get the name of the current map where the player is. Maybe by the gameinfo's code...
http://www.udk.com/news-beta-mar2011.html
It has all those porn like features you've seen in the demo. :poly124:
Constant 3 of 0,0,1 into vector transform with local to world ? that what you looking for? I'm still learning stage for shaders so might be wrong :P
I tried that, it still only works in object space...
I can't seem to access the static mesh editor in any capacity. This apply's to meshes that ship with UDK also.
Any body know whats going on?
Im using the newest release and haven't edited any .ini files etc yet.
"max in game" is the size of the texture
you need to change it in the ini to get it larger that 1024 i think
edit: http://eat3d.com/forum/general-discussion/udk-textures-look-strange-0 3rd post
@fearian, weird ...maybe the static mesh window is just outside the frame of ur monitor? idk
Yeah it turned out that was exactly what happened, haha!
Haha - what a n00b I am! Just shows what you can forget in a few years of not using a program!
Yep - you are right - setting the LOD to RenderTarget does show the textures at full res - thanks for the quick reply.
Polycount to the rescue once again - thanks guys
Setting AllowSubsurfaceScattering=True in the BaseEngine.ini file of the UDK-2011-01 release gives the option to check the Enable Subsurface Scattering tickbox on a material, and get the new SSS functions working on that mat (SubsurfaceInScatteringColor, SubsufraceAbsorptionColor nodes etc).
Setting AllowSubsurfaceScattering=True on the UDK-2011-02 release doesn't give the same option so hooking up nodes to the new subsurface scattering inputs dont show any changes to the material.
Is there something else I need to change in the UDK-2011-02 release to get the new SSS to work the same way they did in the UDK-2011-01 release?
...EDIT - OK it looks like in the March release these have been shifted over to only being available while running the editor in DX11 mode. This option doesn't seem to be available for the Febuary version (either adding -DX11 to the editor shortcut, or in the View> Properties menu) we are using here, and theres no programmer supprort at the moment to get to pull the relevant files into our build, or update to the newest version - boo
It was only in the march build, the previous ones had the functionality but not the actual shaders to do it.
http://www.udk.com/download
Also getting a custom gun into UDK is a real pain to teach, please Unreal if you read this get your TD to make an easier pipeline.
I'll be back, with links
http://uhanimation.co.uk/
This is exactly the same lighting setup in both the November and March builds. default light settings and three simple brushes. No settings changed.
I cannot get lights in the march build to reliably cast shadows! What changed, and how can I get some crisp shadows? :poly127:
Yeah, I hate this problem, he is here since December (there is a solution) :
http://forums.epicgames.com/showthread.php?t=756046
Solution (direct link) : http://forums.epicgames.com/showpost.php?p=27844722&postcount=8
[EDIT] Hmm, I'm wrong, it not the same problem. I know that since the march beta they change a lot of thing in the lighting. I think you must reconfigure your light, unfortunately.
Kind of bizzare that this bug has been around since December when I'm guessing it can be fixed for good by tweaking an ini file somewhere!
Cheers again!
In the last hour i have tried to import a skeletal mesh, and then in Phat tweak some properties for the physics, after some pain (first try to do such thing in UDK) i have succeed, but an info, is possible to add WindSource in such physics object? Or this can be applied only on faliage? For have some kind of animation and not a boring static mesh, futile for a demo reel.
Image of the model.
when you go in game does it say lighting needs to be rebuilt in red or grey?
red.
what you could try if you are using the current march02 build is just select everything in the level, and copy/paste it to a new level. everything will remain where it was, you'll just have to rebuild lighting and hopefully that will work.
yeah it's for a college project and we're using the August build. Will try and move to March build and see if it works. Thanks Oniram Issue is really weird and not sure what we did to get that.
new here so please redirect me if there is somewhere else I need to go.
I constructing a side scrolling beat-em-up on UDK mobile, in the very early stages, and I'm having trouble constructing an animation tree for my character. can anbody lead me in the right direction?
thanks
Edit: not UDK related, posting in tech
http://www.scriptspot.com/3ds-max/scripts/keens-batch-exporter
I'm looking for some info from the UDK experts in here on how to achieve something. I'm working on an environment in UDK that has tiles for the floor and wall, but also has many broken tiles, and some completely missing. I'm trying to figure out the best approach to doing this.
I'm thinking using vertex painting to blend 2 tileable textures is the way to go, but I'm not sure if it can give me the results I want.
Obviously 1 texture would be a "clean" version, but for the blended texture of the broken tiles, would it to be better to just have a cracked tile texture or have black "undercoating texture" and paint in the cracked areas.
My worry with the black texture would be you would loose any bump information of the falloff from the tile to the ground.
This is the concept:
http://www.polycount.com/forum/showpost.php?p=1204374&postcount=11