Hey Guys! I would like to show you my new level. This is an UDK remake of the place called Toxic Caves in my favorite Fallout 2 game. About the level. Fallout 2 has a lot of interesting places but I really liked this place when I was playing for the first time, it was in the very beginning of the game and you know nothing…
This post is also on the UDK Forum here, I just REALLY need this fixed :/ I have a material that I want to go on a trench-like mesh. I need it to blend between the surface/wall textures and can do this using a Constant3Vector Dotted with a Transformed Vector, and use this as the alpha of a lerp node to blend between the…
Hello everyone ! I started the monthly noob challenge 06 and could not finish in time. But I decided I would finish the scene at my own pace, and so I kept working on it here and there. I made a video to showcase it, and some screenshots here. It is not final, I already spotted some mistakes and plan to make another render…
Hey guys, I'm back unfortunately. Here are the promised images. The texture sheets for the new textures and normals. The normals are very flat because I used the Nvidia filter plugin and not Xnomal to render them from the diffs. The foliage textures, and not all of these are hand painted because I'm running out of time. Oh…
Great progress. - Cool trick with just emissive. You should also consider some Emissive for the flowers upfront-too dark right now. - A little point light for the lower right part of the pic(under the tree) - Also UDK->View->World Properties->Lightmass->Environment Color to color or brighten up your shadows a bit. Seems…
Hello, I've been using and experimenting with UDK last few months, so this will probably be easy as cake for most of you. I have an elevator set up, controlled with kismet and little unreal script (custom sequence action). The problem is with matinee animations. I have 4 floors and 4 switches (one on every floor). I also…
I think adding geo to the floor where you have normals adding detail would help a lot. It wont really be that much work, and it will make up for the low resolution on those textures, and certainly help break it up a lot. The floors should be pretty easy to keep under 150 or so Tris, and the walls I'd say keep them under…
"Yet another approach would be to create a texture atlas and map the lowpolys UVs to it." A bit OT but this brings to mind a Scifi environment mapped to just one 256*512 texture, consequently in the process as a lurking noob had my mind fairly blown into orbit unable to decipher the wherewithal how it was made, although…
Yea the listener is good at giving you hints and clues at the commands but often the maxscript help file has better code to use with a lot more parameters to tweak. For example you might do something and listener says: actionMan.executeAction 0 "40015" which is actually max undo which is much easier to work with. You can…
Hello everyone, I'm having some pretty ugly aliasing happening on my textures, I don't believe it's really an issue with my hard edges as it happens to details that are only present in the textures(diff/spec/norm). I have spent the past week searching the forums and google for every possible bit information and trying…