yeah i understand backwards compatibility is always an issue for you guys. You know, now that I think about it, the part that makes the least sense for me, is how you need to go into existing content (UDKgame packages) and change that. I prefer to keep my own stuff completely separate from existing content, and the way…
hey guys! was reading through these posts and wasn't able to find anything relating to a problem im having with SSAO. currently im not able to control my SSAO properties even though i can see them in the unreal post process editor. i change settings on them and then dont see the changes in the main window. i do have a…
Quick question. I use modo and i export my mesh with 2 uv maps. uv1 and uv2. i am using uv2 for light map baking, its a empty uv map when created. do i need to additionally unwrap my mesh for the light map uv channel as well? i was just hoping unreal had an automatic unwrapping or something for the light map channel? i'm…
I'm not certain but you should check the following material out. If you own Unreal Tournament 3 then open the map CTF-Nanoblack in the editor then the material M_NEC_Nanobolack_Liqiud_Master which resides in the package NEC-Nanoblack -> Materials. There's a section with the description World_Cubemap + the stuff above it…
I think all will be well when we switch over to the new polycount site. UDK/UE3 is supposed get it's own sub forum category at that time. Then information will be better organized and much easier to find by thread topic. Adding the info to the wiki and/or first post is probably a good idea too. Thanks, I'm glad the info I…
Ok i think I just figured it out. It's extremely confusing though: all of a sudden an extra color grading system together with a tonemapper started working on top of the current color adjustment (high mid shadows), and this system is controlled in a package somewhere, or can be overriden in world properties, etc... This…
Thanks Griim- I was thinking that it worked in theory (i.e. just tell the transparent effect to work in the masked area) but unfortunately I guess Unreal doesnt really like that. You are right though, its only 2 material calls now though and it is quite nice to condense all my materials down into one material (that looks…
Sweet New UDK adds fbx import to the mix so i can use modo with unreal without any hacky side trips(click save click load yess). woot. @Sampson Try this. raise the lightmap rez of your geometry (default is rather soft but light in resources) Right click, Surface Properties, lightmap resolution (for bsp) ContentBrowser,…
would it be possible to do a diabloish style game play with udk just using the script? i have a kismet set to put my camera in the propper place,, tho its not great cause it wobbles as the character runs, but i'm curious could you do the clasic diablo, click to walk to location and if close enough attack, and for range…
Video tutorials by Raven67854 on the UDK forums. Getting Started with UDK: [ame]http://www.youtube.com/watch?v=OcJ3J2Yf_Wg[/ame] Unreal Terrain Basics: [ame]http://www.youtube.com/watch?v=VYGG2e9CEBE[/ame] Fracture Tutorial: [ame]http://www.youtube.com/watch?v=WLaxPKCeLaY[/ame] Fluid Surface Actor Tutorial:…