as for actually slowing down the animation, im still trying to get my head around anim trees.. but for speed its just. GroundSpeed = x; (x being your desired speed). ive got mine in a function calling between sprinting speed and running speed.. so it looks like this. exec function Walk() { CamOffset = vect(8,15,-20); }…
Has anybody had any problems with Cascade with the January version? We have the December build at school and it seems to run much better than the Jan build. I downloaded the latest and it runs like shit on my computer, not sure if it's my ATI 4870 not liking it or if my Core 2 Duo isn't cutting it anymore. Either way, it's…
I would like to, but one of my comps is bugging out. And looking on the UDK forums, no one has gotten it to work. Real quick: * Turn off Windows Firewall on the computers (even when you tell it to not block, for some reason, it still mucks up). * Start up the agents on all computers. You will see the following under…
Yeah man! you are right! It's the wacom service that is causing the error! I had the wacom service running. and speedtree wasnt working. I stoped the service and it started working. Crazy
Is there any way of getting some motion blur within the UDK editor without the game running in real-time? Trying to set up some still shots for the unearthly challenge, help appreciated :)
Yeah, and I am sure they are running in-engine as well. And even if they were not, then I am sure some really nice video capture hardware was used. Those cutscenes were made with Matinee.
A quick restart of the UDK let me start moving things around again, but i've looked my mesh over and run a couple of clean ups to check. still not sure why it's throwing me this message.
airdrummer - any chance you're running UDK on a laptop? I had a similar issue and discovered that my default GPU preferences had been switched and UDK was trying to launch with the integrated graphics and not the Nvidia GPU.