Mightypea, good tip but my wall is more or less flat with zero vertices to paint on. Been fooling around with it today and quickly figured out that my first attempt was my best attempt. (Decals + Point lights). Thanks for the help.
I usually go with what's easier to make at the moment and can get the best look, if they're thin accent cracks I'd go with a decal. If you need them to be deep heavy cracks I'd go with a vertex painted solution
Hey guys. I'm trying to make a wall that has glowing graffiti on it. Naturally i'm using a decal for the graffiti and i wonder if it's possible to use it to cast some light in the environment via lightmass and all that. I assume not since there's no lightmass option in it's properties.
Is it okay to group meshes thats going to be imported into Unreal 3 editor? Or does every piece you import have to be separate? I ask this because I've been haven't some problems with placing decals on group meshes and then having them crash.
For that you might want to use decals. Or vertex blend between a dirty texture and a clean one, check out this awesome tutorial by Lamont in this post, he also goes over an alternative to decals near the bottom of the post. @Lamont: that was a great tutorial btw. You might also want to check out The Snow and Ice of…
I'm still new here, so if I'm doing anything wrong, lemme know. Anyways, I'm having an issue where my decals aren't accepting shadows. It's as if they are ignoring shadow information. Aside from making sure that they don't appear on terrain, the other settings are at default. I'm not sure what's going on there.
I got the basics on how to prepare and bake lightmaps but still pretty new to lightmap baking. The question I have is that does every object in my level have to be baked? Also I seem to have problems baking lightmaps from transparent or masked objects. Stuff like decals, puddles, etc. Any solutions?
I bumped it and i get the blurry-emissive-glow-light thing ingame but it doesn't actually cast any "lights" in the scene. Emissive on meshes work with lightmass... decals don't. :( I simply want the colored text to illuminate the wall a bit. Oh well. I think i just gotta cheat as in make a unique mesh for it and place a…
Cheers for the help Grimm and ChrisP I've followed your advice Grimm and its not wanting to work properly- I cant seem to mask off the bodywork correctly- changing to translucent and applying a mask so that it only affects the glass makes the bike body see through in the material editor window (I soon realised the result…
I'd say use lightmaps when you need detailed shadows, and when you don't have enough verts to capture the amount of shadow detail you need with a vertex lit light map. Also use them when they would be more memory efficient than vertex based light maps. You don't have to light map everything but I'm not sure how well vertex…