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Unreal Developer Kit - MASTER THREAD

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  • NoctyQ
    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.
  • sprunghunt
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    sprunghunt polycounter
    tlovemark wrote: »
    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.
  • BenHenry
  • Lamont
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    Lamont polycounter lvl 16
    Did you set up your animation sets?
  • chrisradsby
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    chrisradsby polycounter lvl 15
    If you guys could help me over at the technical UDK section I'll love you long time :P

    http://www.polycount.com/forum/showthread.php?t=81441
  • Lamont
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    Lamont polycounter lvl 16
    You need to make a whole new game. You are still using the default Pawn, you need to use FSPawn.
  • edoublea
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    edoublea polycounter lvl 9
    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...):

    UDK-feet.jpg

    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
  • Froyok
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    Froyok greentooth
    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
  • edoublea
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    edoublea polycounter lvl 9
    Thanks a million for the quick reply, Froyok. Looks like I came to the right place.

    Much appreciated!

    -eaa
  • David-J
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    David-J polycounter lvl 11
    SO I am doing this small level and a perfectly normal mesh appears broken in UDK. I am using the unreal actor X static mesh exporter.

    In Maya displaying soft and hard edges.
    error01.jpg

    In UDK with some faces missing.
    error02.jpg

    Any thoughts on why is this happening?
  • tannerellison
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    tannerellison polycounter lvl 10
    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...
  • Froyok
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    Froyok greentooth
    Mike5424 wrote: »
    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...
  • SanderDL
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    SanderDL polycounter lvl 7
    Just wanted to say that the new March beta is out:

    http://www.udk.com/news-beta-mar2011.html

    It has all those porn like features you've seen in the demo. :poly124:
  • Dn2
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    Dn2 polycounter lvl 11
    edit: last i checked you can extract the udk installation file with 7zip
  • Dn2
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    Dn2 polycounter lvl 11
    i dont think there is any way to go back to a previous package version...
  • Rurouni Strife
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    Rurouni Strife polycounter lvl 10
    David J, try selecting those faces and reversing them in Maya. Sometimes it does that.
  • Legend286
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    Legend286 polycounter lvl 9
    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.
  • haiddasalami
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    haiddasalami polycounter lvl 14
    Legend286 wrote: »
    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
  • Legend286
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    Legend286 polycounter lvl 9
    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...
  • fearian
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    fearian greentooth
    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.

    Any body know whats going on?
  • FAT_CAP
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    FAT_CAP polycounter lvl 18
    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.

    udk.jpg
  • Dn2
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    Dn2 polycounter lvl 11
    lol thats just the size of the preview in that window...widen up the window some more and it will change

    "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 :\
  • Rurouni Strife
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    Rurouni Strife polycounter lvl 10
    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.
  • fearian
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    fearian greentooth
    Dn2 wrote: »
    @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!
  • FAT_CAP
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    FAT_CAP polycounter lvl 18
    Dn2 wrote: »
    lol thats just the size of the preview in that window...widen up the window some more and it will change

    Haha - what a n00b I am! Just shows what you can forget in a few years of not using a program!
    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.

    Polycount to the rescue once again - thanks guys :)
  • FAT_CAP
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    FAT_CAP polycounter lvl 18
    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 :(
  • Legend286
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    Legend286 polycounter lvl 9
    FAT_CAP wrote: »
    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.
  • Froyok
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    Froyok greentooth
    Don't forget to update your beta if you are using the March 2011 beta, Epic have puplished an update, just go and redownload the beta :

    fbede52f304a5759eecf28c14ee05.jpg

    http://www.udk.com/download
  • littleclaude
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    littleclaude quad damage
    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.


    I'll be back, with links smile.gif
    http://uhanimation.co.uk/
  • fearian
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    fearian greentooth
    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.

    ufDqC.png

    I cannot get lights in the march build to reliably cast shadows! What changed, and how can I get some crisp shadows? :poly127:
  • Froyok
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    Froyok greentooth
    fearian wrote: »
    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:

    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. :\
  • fearian
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    fearian greentooth
    Froyok! Thankyou! Absolutely spot on! I was fiddling with light mass settings everywhere and never even thought to check brush properties.

    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!
  • Covin
    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.

    constraints01.jpg

    Image of the model.
  • Kovac
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    Kovac polycounter lvl 18
    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.
  • Covin
    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.
  • haiddasalami
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    haiddasalami polycounter lvl 14
    Anyone have this problem where you build lights and when you jump in it says lighting needs to be rebuilt?
  • Oniram
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    Oniram polycounter lvl 17
    had that issue a long time ago. i think with the april or may build.

    when you go in game does it say lighting needs to be rebuilt in red or grey?
  • haiddasalami
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    haiddasalami polycounter lvl 14
    Oniram wrote: »
    had that issue a long time ago. i think with the april or may build.

    when you go in game does it say lighting needs to be rebuilt in red or grey?

    red.
  • Oniram
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    Oniram polycounter lvl 17
    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.
  • haiddasalami
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    haiddasalami polycounter lvl 14
    Oniram wrote: »
    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.
  • nicocabbalero
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    nicocabbalero polycounter lvl 16
    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?
  • madjock20011
    Hi Guys

    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
  • Lamont
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    Lamont polycounter lvl 16
    What part of the animation tree are you stuck on? How it works? Or how to use it once you've networked everything?
  • mixeh
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    mixeh polycounter lvl 8
    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?

    Edit: not UDK related, posting in tech

    pivotproblem.jpg
  • Oniram
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    Oniram polycounter lvl 17
    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.
  • edoublea
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    edoublea polycounter lvl 9
    This is a very handy tool to use if you have a bunch of objects to export and you don't want the hassle of repositioning them all to the original manually:
    http://www.scriptspot.com/3ds-max/scripts/keens-batch-exporter
  • CJE
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    CJE polycounter lvl 13
    Hey everyone,

    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:

    169_max.jpg
  • Oniram
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    Oniram polycounter lvl 17
    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.

    http://www.polycount.com/forum/showpost.php?p=1204374&postcount=11
  • rasmus
    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.
  • Oniram
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    Oniram polycounter lvl 17
    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. :D that would be neat.
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