SO I am doing this small level and a perfectly normal mesh appears broken in UDK. I am using the unreal actor X static mesh exporter. In Maya displaying soft and hard edges. In UDK with some faces missing. Any thoughts on why is this happening?
i'm getting weird shadow separation between my modular pieces, I hope someone can help. this is a shot of lighting only, each piece of floor and the facing wall show my problem. all i have in the scene is one directional light. -thanks for any help!
Hi, Sorry I have another problem.In the picture below the carrot will be moving wherever the player touch. I want to player actor face the carrat I mean when the carrot moves the player charactor rotate to look at the carrot. How can I do this with kismet? Any ideas?
It's still unfinished and probably a bit subtle for showing off right now, but this is a shot of exactly the issue at hand. You can see where the spotlight is hitting, the effect is gone, but it's showing up there on the right side. I don't have any weird lights facing some extreme direction that'd be causing it.
Wait a minute here, you're not mirroring your UVs. At least not what I'd call mirroring them. You've just got them split in half and facing opposite directions in the layout. What I would call mirroring UVs would be to split a UV shell into two halves, then flip one side and either stack it onto the other side or move it 1…
Ok so here are my issues I am having. Working on a sidescroller much like Bounty Arms and that is the type of camera/movement system I would like to achieve with this. Problem is I'm not a great scripter when it comes to stuff on this depth. I have my custom characters in and animations and all that jazz but still can't…
I've got a bit of a problem with opacity maps. Here's what it looks like: Left is without Two-Sided, right is with. Everything looks fine in the material editing viewport and, in general, wherever there is no more than one face behind another. Here are my settings. Also, I read something about Lightmap UVs, but I don't…
[ame]http://www.youtube.com/watch?v=hAAfT-NvM6g[/ame] towards the end you will notice that when he is painting on the mesh and displacing verts, the angle of faces will determine if it gets a rocky texture on it as opposed to the original texture. how do you set that up ? that doesnt seem to be covered in those other…
Quick Q: I thought I'd import some models quick and dirty into my UDK scene without having unwrapped them. (It also has some open faces, but so did a few other props.) Slapped on a grey material, dropped them in the world, built everything and it looked fine. ...but when I 'play in viewport' the mesh isn't visible. Only…
Cheers for the reply. I figured out what was wrong and feel like the biggest Noob in Noobington right now. I thought, when you went into the actor classes and expanded the directional light that it was only the two WITHIN the actor that were available, ie: the dominant and directional ones. Didn't realise that the root…