You can set your lightmap uv's channel inside UDK. In the static mesh editor there is the Lightmap Co-ordinate index. For a map with 2 UVs it will have the options of channel 0 and 1 ; 0 being the 1st map and 1 being the 2nd :)
Nice one Bobo. What is the polycount and how big are the texture maps? I am also working on a orc except mines a hybrid from a orc and a tauren: http://boards.polycount.net/showflat.php?Cat=0&Number=253463&an=0&page=2#Post253463
the 0-1 space is relative to your texture. atm you are using 2 UVspaces. 0-1 and 1-2 if yyour UVs are squashed by 50% like poopipe described, just make your texture 200% wide and a pixel is square again.
Work on the texture of the luminous elements of the ceiling. The intensity of light is 0, 1, 2, 3. I check the texture at different distances. Intensity of light is 0 Intensity of light is 1 Intensity of light is 2 Intensity of light is 3
I'm seeing on your low poly model, the normal of the blade tip from your UV picture. The only portion that was in the 0 to 1 space. Basically, shrink the UV islands all down into the space from 0 to 1
Thanks so much for your help! When I download that script, it seems to be incomplete and cuts off at: for (int j = 0; j < g.transform.childCount; ++j) { Renderer[] r = new Renderer[1]; r[0] = g.transform.GetChild(j)....
Do you have a 0/0 bytes Dota update in your downloads ? That was what blocked it for me, you have to enable Steam Beta Updates in the Steam settings, it will download the update and then I could start the Workshop Tools.
Thanks for taking the time! Log file: In the attachments Baked t-normal map: https://www.dropbox.com/s/4tvapx4axxjhqkp/Mirror11__ts.tif?dl=0 Exported t-normal map: https://www.dropbox.com/s/nejp2ufzhoe7vea/Mirror11_low_Normal.png?dl=0
default light means there will usually be a light at the camera position, not 0 lights in the scene. What happens if you turn off default lights and there are 0 lights in the scene, both should ouptut black spheres if I unerstand correctly?
ok although you dont need this I will post it anyway because I prepared it anyway so: here is a code snippet that will read out your texture vertex points if you have a UVWunweap modifiert attached:obj = selection[ 1 ];if (classof (modPanel.getCurrentObject()) == Unwrap_UVW) then ( local uv = selection[1].modifiers[…