quick question i know that static mesh instancing causes increases preformance, but do material instances work the same way? or is it just more of a conveinance thing, i was wanting to make a material that can have its color changed via material insances ans was wondering if this was actualy cheaper on the engine than making a complete material for both
quick question i know that static mesh instancing causes increases preformance, but do material instances work the same way? or is it just more of a conveinance thing, i was wanting to make a material that can have its color changed via material insances ans was wondering if this was actualy cheaper on the engine than making a complete material for both
Yes, Instancing is a lot cheaper than making a new material. You're not going to be loading each different color into memory, only the original
In Unreal Engine 3, material instancing may be used to change the appearance of a material without incurring an expensive recompilation of the material.
General modification of the material cannot be supported without recompilation, so the instances are limited to changing the values of predefined material parameters.
Can anyone tell me is there anyway to find out the units for a mesh inside UE3?
I can't open the editor right now but I believe it tells you sizes in the static mesh editor. If not, just drop it in the level quick and measure it :P
hey ben thanks for the reply, i was looking at your thread earlier trying to help someone with a similar problem, im going to mess with it more either tonight or tomorrow, and i will post back
I got the crashing part of the decals figured out but now for some reason I cant get the green slime decal to project on my mesh, but it will project on the game's default wall. Need some advice.
First off thanks Lamont. Second I was wondering if there is a way to make my alpha look "soft," like it does in Maya. I'm using the same textures/Normal map. In maya it's made using a blin (not sure if that has anything to do with it).
As more of a general note white in your normal map is a bad idea. You should fill all the empty space with the flat normal color: R 128 (or 127), G 128 (or 127), B 255.
Could anyone point me in the direction of "soft body physics" for the UDK. I can work well with both solid and rigid body physics in Maya, but I cant seem to find the UDK documentation regarding this.
Answering my own question here but just encase anyone else want to know about vehicle rigging, I found this so here you go, I shall post up my results soon.
Answering my own question here but just encase anyone else want to know about vehicle rigging, I found this so here you go, I shall post up my results soon.
I think we were waiting for you to find it. It's pretty much in the open . Good luck with the rigging. I don't know if you are in Max or Maya, but someone made a tool for animation set managing. Check it out.
Hey guys, quick question - I'm presuming that the key to enable expression comments in the Material Editor has changed in UDK? I've grouped several nodes together in the Editor, and pressing 'C' doesn't seem to bring up the 'New Comment' dialog box.
What would be the best way to create snow fall, ive heard particles arent the best option? any tutorials anyone finds would be great or something that can relate to it.
It was an article i read a while back that weather patterns are not created using a particle effect due to a heavy load on the processor for a whole maps weather , although as ive got no experience with this matter i didnt know whether it was true or not?
either way, particle or not im happy with any snow effect
experiment with making a fake screen depth effect in the material PP
There are a few reasons why it's not too nice to do it as particles, but as with everything it's give and take. depends what else is crackin at the same time.
Righty, I've got an environment I finished recently and wanted to take some nice screens of it through the editor. So for that I'd want the AA to be on.
I've tried forcing it through my graphics card GF8600 GT. I also tried changing the config file for the engine. From what I've managed to gather it sometimes works for some people and for others it doesn't. So instead I tried using the nhancer app, but even there I have no luck.
I know that because of how ut3 is built it can't/shouldn't use AA, but is there anyone who used nhancer and managed to get it to work or has any other ideas?
Yes, actually, I just noticed that now as I fired up the engine with dx10 enabled (and it's not the first time really). Seems however that when I run it with dx10 on it simply crashes as it loaded my package..
I know this isn't quite related, but since I started using UDK every time I run my map the player keeps spinning left and I have no clue why. This doesn't happen in the UT3 editor or any other game I have.
Check the joystick on your controller if you have one hooked up s0id3. I had the same problem with the player strafing left and it was from my controller. While you got the game up try movin the joysticks and see if it fixes it.
I've got another problem with the lighting. After I got the decal to work correctly NOW the light wont show up on my static mesh. I'm such a newbie. It's got to be something simple i'm not doing. Any suggestions?
Check the joystick on your controller if you have one hooked up s0id3. I had the same problem with the player strafing left and it was from my controller. While you got the game up try movin the joysticks and see if it fixes it.
Thanks that was the problem and it fixed it. I didn't even realize I had a dusty joystick shoved to the side of my comp that was apparently plugged in lol. Thank you!
Hey there, do you guys know how to get the UDK to cast static shadows from deco layers on terrain? For some reason it's only casting dynamic shadows on my map... which is rather large... so I get a glorious 5 FPS
Hi, I'm tiledshot-ing my scene but I get this annoying problem: the target symbol and some artifact repeated four times all over the screenshot...
Is there any way to avoid this via console commands or whatever?
I've got a bit of a problem with opacity maps. Here's what it looks like:
Left is without Two-Sided, right is with. Everything looks fine in the material editing viewport and, in general, wherever there is no more than one face behind another. Here are my settings.
Also, I read something about Lightmap UVs, but I don't have any. Are there any problems I can expect? The mirrored parts seem to have their own info...
since i installed the new update i'm gettin a kinda fuzzy ao like effect on my model its real time an when i move the model around the aoish shadows are all shimmery and blurry,, where does that get turned off / made not to look ass?
Replies
Yes, Instancing is a lot cheaper than making a new material. You're not going to be loading each different color into memory, only the original
Here's a qoute from udn
I can't open the editor right now but I believe it tells you sizes in the static mesh editor. If not, just drop it in the level quick and measure it :P
Double check your static mesh to make sure it's Accepts Static Decals setting is checked on.
Select you mesh in the level hit F4 to bring up it's properties.
Open the StaticMeshActor tab, then open the Rendering tab under that, Accepts Static Decals should be right there.
The DecalActor itself also has a Project On Static Mesh setting which probably needs to be on as well.
Bring up the DecalActor's properties the setting is under DecalActorBase -> DecalFilter.
Hopefully that helps, admittedly I haven't had much experience with decals so I might not know what I'm talking about here...
As more of a general note white in your normal map is a bad idea. You should fill all the empty space with the flat normal color: R 128 (or 127), G 128 (or 127), B 255.
Thanks
http://www.hourences.com/book/tutorialsue3softphys.htm
hmm, i was going to also link to the UDN UDK video section but it seems like its down....or pulled. good thing i downloaded them all beforehand.
http://udn.epicgames.com/Three/SettingUpVehicles.html
really annoying that that changed
either way, particle or not im happy with any snow effect
There are a few reasons why it's not too nice to do it as particles, but as with everything it's give and take. depends what else is crackin at the same time.
I've tried forcing it through my graphics card GF8600 GT. I also tried changing the config file for the engine. From what I've managed to gather it sometimes works for some people and for others it doesn't. So instead I tried using the nhancer app, but even there I have no luck.
I know that because of how ut3 is built it can't/shouldn't use AA, but is there anyone who used nhancer and managed to get it to work or has any other ideas?
i have a question
how do i reverse normal maps in unreal editor?
Is there any way to avoid this via console commands or whatever?
Thanks in advance!
Left is without Two-Sided, right is with. Everything looks fine in the material editing viewport and, in general, wherever there is no more than one face behind another. Here are my settings.
Also, I read something about Lightmap UVs, but I don't have any. Are there any problems I can expect? The mirrored parts seem to have their own info...
Thanks!
Problem: The Transform Widget is Unreal UDK (both 9.0 and the newer beta) does not appear.
Things I've tried;
Changing from local to world and back, neither of those settings proved to be the solution
Making sure the "Show Transform Widget" setting was active under the Edit tab, again....nothing
Tried CSG Add, nothing
Tried looking on the UDK epic forum, found no solution...still can't post on there either...I'm "Awaiting to be added into the forum"...
Anyone have a solution to this issue?
**Attached an image so you guys can see what I'm talking about