UPDATE: I switched from mm to cm and I was still getting weird measurements. I imported the chair into a clean project and it transpires that the chair is ****ing huge. The grid wasn't at fault. I'm in the process of re-scaling now. Morales of the story: Don't use mm & if you import a ton of objects into a scene, make…
I don't know if this is useful, but might be if you look into python, there's something called texture space you can get to in the bar on the right you go "object > display > texture space" or activate and manuplate with shift-T. I've no idea what it does but could be a good way to keep track of the bounds of objects you…
are your boolean operations performing these steps or something like these steps :) so the script should: 1. make a boolean operation 2. select the transform node of all selected objects except the first one. 3. turn there visibility on 4. turn Intermediate Object off 5. turn on enable Overrides 6. turn of shading under…
This is me left clicking in negative space. The error occurred after i turned off the live object tool and attempted to move a vert with the move tool on the x axis. It's like disabling the make object live option makes ALL left clicking activate a random marking menu. But seriously, has no one else encountered this? When…
Optimizations provided by the engine: Engine support instancing and dynamic batching. For scene optimizing, octrees and visibility portals are used. And large objects may be set as occluder objects. For large scenes I can say that, our prototype holds as long as max can stand the load. These issues are always addressed, so…
I'm starting to study a bit on how to improve my uvmaps. I have updated my pl object: before -> after I have also published a new object: http://steamcommunity.com/sharedfiles/filedetails/?id=168171834&searchtext= I'm learning a lot of new stuff and I'm having fun, I suppose I should be happy just with that :P
I imagine that is has to do with the scale, of the objects. I have to work at a specific scale for this project. I got it to work by taking what i had shown you and scaling the duplicated object up about 70% I had made sure to delete history, freeze transformations and center pivots before creating the Mash Network Thanks…
dude, I'm all for that.. that's what we did on COH. I mean the fucking thing is -- many of those objects just used the large object shader anyway... so when it came down to it, we were ending up having to use multiple channels for many of them. yeah, i didn't like it.. but.. when Alun speaks..... i shutthefuckup :) haha
I'm not sure with Unreal, you'd have to test it. I know with Unity that if you export one object in the same FBX that it uses the same lightmap UVs regardless of material. If I were you I'd set the model up two ways--one with lightmaps respective to material, and one with a "global" lightmap with all of the objects…
My experience with UDK is to make your objects one smoothing group,and one smoothing group only. Then bake your normals etc. The end object looks right. If you must have separate groups, break the separate bits to their own elements so they don't ever try to share verts. Edit: Also make sure that planar face is actually…