This is the first actuall project and scene in UDK for me so alot to learn; its going to be a french house under ww2.
The window placement is just a quick "blockout" to see how it might look.
Im having some problem with my imported meshes as you can see on image three, I dont know if that is on the image, but now its having lightmap unwraps but still looks something like that, im also using tile in the material for it.
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Yeah i know, have have learnd that the make the rooms larger in some games so you wont feel cramped and i lookd at some ww2 games and they seamed to have pretty "disorted" proportions on things like this so i thought it would be the way to go.
Update:
Anyone that know why it is shading problems in some areas? especially around the windows, and also how to fix them. Im also wondering how to fix the problem with the big indoor stair, i think it have something to do with the lightmap becours the second channel looks messd upp it doesent look like in max have tryed to reimport it but it still wont change, I dont have the same problem with other models. Even tho i got some pretty ugly shading on them to dont know why udk is doing that?
EDIT: You don't have any overlapping UVs on your lightmap channel, do you? Do you get any error messages when you import the asset into UDK or build the lighting?
First image is second channel in max, and second image is number one channel in UDK.
This is 2 error messages i get they are in the same order as they pop upp.
Something about the window placement looks strange, too. They're all identical and in the corners of the rooms. They're also in the center of the very deep outer wall. Would the windows open? If so, how? If not, why are there shutters on the outside?
The other thing happening also is that the camera has a wide perspective which tends to make things look wide. That I don't know how to change, we just kind of ignored it by making our models a bid thinner (of course fixing the scaling issue fixed alot of this as well).