I don't think so as the code changes from 3.0 to 3.5 are massive so if a code merge was done it could break a lot of stuff causing a massive re-work of the scripts but I could be wrong and hope that I am. I bought Mirrors Edge hopping that it would have an editor as its made using unreal 3.5 but no matter what I did I…
You cant have more that 6 AFAIK because of the way that unreal terrain shader system works. It does not work like the regular material editor it takes all the terrain materials that you have and makes one huge shader out of it making it a very costly on your GPU. So if you have a graphic card that's middle range but not…
Hi ! I'm having some problems with one of my mesh, here is a screenshot to understand: As you can see, everything looks fine in the Static Mesh Editor(Same in Maya), but in the UnrealEd viewport and in-game, some edges are looking like hard-edges for specular, just between both parts of the symmetry I made. *There isn't…
Ah you just need to get used to using LightMass(LM) as it is far superior to the old system. We had some problems getting the whole thing up and running here but as soon as we started to understand how to actually use LM correctly the results where amazing.... LM will give you results that are far superior to anything the…
It's not the spec that's blown out, it's the colour map. If I break the link between the spec/normal maps the colour is still oversaturated. I have barely started the texture either, theyre all just stand ins until I find a solution to this problem. /edit, I fixed the blurry texture.. It had something to do with the…
If it's not called in the level, it will not affect performance. Unreal has UPK's with tons of assets and only a few are used in certain levels. But unused assets are a no-no on disk as it does affect load times. We had a custom in-house tool that removed all references from UPK's that we moved to a dummy package. So yeah,…
Thx Slainean, unfortunately resetting the X-form didn't work, clearing all the uvs and then reimporting the uvw files 1 by 1 didnt work, merging the object into a new file didnt work. BUT I did fix it. I had to export 3 copies of the meshas objs, each with one of the three uv channels set as their 1st uv channel. I…
@Jesse Moody: That's awesome, the padding wastes so much space. @skayne: Modulated Shadows I guess you're still using the retail version Unreal Tournament 3 like me? Then in general I would say using the diffuse UVs for lightmap UVs is a bad idea because of the padding issue with lightmap UVs. Also if you've got any…
what you do in hlsl/glsl is math, you can do most of that just with nodes instead of translating the fomula into code you translate it into nodes in case of this http://www.gamedev.net/community/forums/topic.asp?topic_id=481494 it's a perfect instruction on how to do it in unreal you create a dot product, a surface normal…
Sooo....Im working with a group to create a total graphics overhaul of Unreal (actually UDK but same thing) that is basically a First Person grocery store food fight. Its a school project and its going well... Basically the weapons (bullets) are particle systems that are thrown through the air. How can I make just the…