@Reiro:... Remember also that the lighting will only appear as baked into a lightmap... and in the last example pics you posted, it looks like your BSP lightmap resolution is set extremely low (32). It could be that it is illuminating the surface, but it's doing it really evenly (onto a low-rez map), so you aren't seeing…
FUCK YEAH!!!!!! Here is what I think is up: AmbientSoundMovable doesn't work over network/lan. The cue you made from the audio file should contain an Attenuation node for falloff. So, no need to place the sound in the level, it's pulled from the UPK. What this does is whoever gets to the switch first (press "E" for use),…
Hi Can anybody point in the right direction for the correct grid/Scale settings in Maya to translate to UDK? Is it still the same as unreal where it was around 96 units for a character height ( I remember the Gears editor was slightly different in terms of character height). With grid divsions at soemthing like 16/32/64…
Looks like your lightmap UV's in channel 2 are not snapped to the grid. Change the size of the grid in maya (or whatever software) so that it matches your meshes lightmap value in UDK. It's indicated by the checkers behind your UVs, in your case it's 20x20 right now. So if you intend on having lightmaps of 32 or 64+ on…
Hey can you guys help me out, please? I spent a long time last night trying to figure it out and couldn't solve the problem. I'm trying to make a render of my skateboard for my portfolio but the shadows for the wheels end up looking like little nipples on the ground...that doesn't look right. What's in the scene...a static…
I disagree, Those artifacts look like something is broken. Rhino you need to make sure the correct lightmap channel is being used, like someone else said what is 1 and 2 in max is 0 and 1 in Unreal. In the static mesh editor you can click on the icon in the top left labled UV and it should show you what you have assigned…
I figured best ask this question here rather than start a whole new thread. What's the best way to improve lighting on static mesh? The static mesh has a second UV layout for the light map, with no over lapping and iv set "lightmap Cood Index" to 1. This was my first attempt: Looked ugly, so I increased the space between…
@3DRyan: Having proper lightmap UVs will have a big affect on how light/shadows are baked. Check out these two tutorials about lightmap UVs: http://stephenjameson.com/tutorials/lightmap-uvs-tutorial/ http://udn.epicgames.com/Three/LightMapUnwrapping.html A note about the first tutorial it was made with UT3 in mind, now…