If you could get us a shot of the shader plugs as well... it looks like you have a node ramping the shit out of the saturation of the barrier. The blurry textures sometimes happens to me as well (failing to go to the correct mip level). Two things to think of: I'm pretty sure mip levels are determined on an object's pivot…
Wondering if anyone can help me at all. Working with carlo_c on a UT3 map and it's got to the stage where we need a poster printed with some of our work on it. What we're after is a high res Unreal Engine 3 logo like this. I've tried checking through Epic's press section but have had no luck there or anywhere else.…
I have UT3 Ued3. Ok good call... I have been using the same file over and over, shrinking and expanding the x / y num-patch values from 256 down to 64 and back up to test this out. I think you are right, perhaps ill start fresh... perhaps reimport the textures as well. new bugs are cropping up with the layer textures…
hey man basically your error says tex co-ord input is wrong, its a float3 (reflection vector is X,Y and Z) and you need to put in a float2, (X and Y in this case) Add in a component mask node between the reflection vector and the texture sample node and tick R and G only. This'll knock it down to a float2. Cannot see what…
from last paragraph to first That's just the vibe I've been getting from some people man, both on internet forums and at work, some people are beyond hyped about it is all. I have experimented with lightmass, quite a bit... I dont know. its maybe just me, or the lighting approach. As I say, I'm going to give it a go on a…
New latest greatest nvidia 260gtx drivers... deleted all level files and material / texture packages imported all textures again, created new materials (diffuse only)... created new terrain, with default properties except tesselation max set to 8 and patch size 64x64. no lights, no other mesh, just the terrain and the red…
Terrain: it appears I have maxed out my terrain Material layers in Ued3 and would like to hear other peoples maxed out setting in terrain... I can have everything running below it appears. If anyone else has stats on terrain, works regularly with it, or has done some testing, Id like to hear if my findings are similar. I…
Anyone done any work with using the BINK encoded videos in the engine? We are running into issues consistently getting the audio to play from machine to machine. I wasn't able to find much documentation on the functionality of the feature or even some kind of best practice for working with it. EDIT: Okay so we were playing…
Just the .ini not the XML ones. Do you mean exporting out of Unreal for use in 3ds Max? If that is what you want to do and my gut is telling me you do I am sorry to say that you cant. Epic does not allow you to export mesh out of packages any more(well in the retail editor anyway I am sure you can do it in the legit…
Directional lightmaps? How does that work? I'm still a little shady on light maps. I know that for unreal I need to create a second UV set that doesn't have any overlapping UVs. But that's the extent of what I know to do with them. I'm unfamiliar with what else can be done. I assumed that Unreal just uses this second set…