Tiros wrote: »
So, this is more of a optimization kind of question. As I've never done a whole environment before I've never really encountered the problem.
The preview of the level inside the editor and flying around the environment in the editor itself, with the lighting baked, is going perfectly smooth, absolutely no lag at all. However, once I save the level it starts lagging really bad.
Could this be an issue with the lightmaps draining my performance or.. any ideas? *shrug*
Still havn't solved the issue with the artifacts appearing everywhere either, but got it down to a respectable level. So might just have to go with it and hope it won't show that much once it's all done.
[iWi] wrote: »
Do You think We can use UT 3 MALE.max to work properly in UDK ?http://udn.epicgames.com/Three/UT3CustomCharacters.html
UDK BROWSER / UT GAME / CHARACTERS /CH ANIM HUMAN =
ANIM SET - K ANIMHUMAN_BASEMALE
AutopsySoldier wrote: »
Hey guys I have a question...
Is it possible to move the pivot point of static meshes that you import, inside of UDK?
planaria wrote: »
is it possible to place objects via script or via kismet ?
ablaine wrote: »
Okay, so I'm trying to set up my materials in UDK for this character I've been working on.. and I'm having a couple issues with it.
First, I'm not sure how to make the metal armor on my character look more.. metallic. I have the specular set up.. I still need to create a quick gloss map... but is there any way to use a cube map for reflections for just those parts, or something? Just something to give them more of a reflective polished armor look?
Also.. it doesn't look like the CH_base_all material that I have my MIC parented to will allow me to use alpha masks for hair and such. Will I need to create my own special shader for hair to allow for anistropy and alpha and two sided to be turned on? Does someone have an example of a hair shader tree I can look at?
Ben Apuna wrote: »
Hi ablaine you should really ask these questions in the Unreal Developer Kit - MASTER THREAD, it helps keep all of this information together in one place.Here's a tutorial from UDN on how to get nice highlights using a cube map, just scroll down to the "Cube Maps with HDR" section. You can probably use your specular or gloss map as a mask for your cube map.
Your going to have to use a pretty generic cube map on your character as cube maps aren't inherently dynamic. A regular cube map represents reflections from one specific location which won't move with your character. I have seen a material in one of Epic's levels that switched cube maps based on world position, but I can't remember which one it was. Xoliul has been trying to get real time reflections to work with a car, you should PM him to see if he got it working yet.
Here's a Anisotropic Shader For Hair tutorial.
00Zero wrote: »
When i add a core into a fracture object (concrete pillar with rebar inside), the rebar is dark after i blow away the concrete because when the lighting bakes, its inside the pillar. anybody have a workaround for this?
do i just have to use a dynamic light just for this asset?
Oniram wrote: »
also, i wanted to know.. regarding the december beta.. i now have 2 folders in my C > UDK
one is labeled
they are both roughly the same size.. 1.24 and 1.04 gb.
should i delete the first installation?
00Zero wrote: »
So is it bad practice to have your package be same name as your map so that you can just open and save your map and it automatically does the same for your package? or should i keep my stuff in separate packages and load them first before opening my map?
what does "generated/imported vertex count ratio (17998/7012) exceeds expected percentage (156.67 percent vs 25.000 percent expected) " mean? I'm importing a model in.
00Zero wrote: »
I get this too. Seems like almost all the models i import. well, they were just test models.
I'm having the same issue, it doesn't let me rotate or do anything with my models that I import either :-/. Just came across this so I'm gonna play around with it a bit.
sXe Seany wrote: »
I'm just beginning to learn how to work with engines, so I'm not really sure how expensive some things are. Is it realistic for all the fire in the level I'm working on to give off realistic flickering light? Or should I just scratch that idea?
rdmlegend wrote: »
Depends on how you set it up, and how many are in view, but it should be possible I believe. Not quite sure how to make it looks awesomely awesome with new lightmass but I know you can keyframe a light back and forth in intensity and size for a decent effect.