In a weird accident i hit alt when i was trying the vert mesh paint tool...it makes quick duplicates... ...There wasnt anything in the UDN on that page so here you go...
got a few requests to do a tutorial on how I did the destructible glass. Since the Fracture tool is out now, it makes my process look long and dull. But it works great in the Unreal Physics tool :) Plug-in used in the tutorial: http://www.mirvadim.com/ Tutorial Part 1 [ame]http://www.youtube.com/watch?v=l4-__PMrQ4g[/ame]…
This is a very handy tool to use if you have a bunch of objects to export and you don't want the hassle of repositioning them all to the original manually: http://www.scriptspot.com/3ds-max/scripts/keens-batch-exporter
Use the unreal frontend. You have more options with this tool (can be found in the udk folder). And a more advanced technics : change the ini files for what you want : http://www.hourences.com/an-entire-simple-udk-game/
I think we were waiting for you to find it. It's pretty much in the open :). Good luck with the rigging. I don't know if you are in Max or Maya, but someone made a tool for animation set managing. Check it out.
I misunderstood what you ment by array. I didn't realize you meant array tools in max. You're just trying to layout of those meshes so they make a complete mesh, right? You could put the pivot in the center and rotate it.
Best thing for light map Uv, is to auto-project then use the layout tool with the correct map size (to give the correct pixel buffer size) then normalize. Nine times out of 10 it turns out pretty good without any sort of fiddling around with. (this is maya btw)
I've tried to bake lightmap for my landscape (landscape tool, not the old one) in UDK, and I've set the lightmap res to 16 and UDK crashed at around 90% of the baking process because of memory issues. I have 4gb from them. I know it isn't too much but the landscape size was 512 which also isn't too much. First question, is…
Hey guys wondering if you can help me with this problem I've got. I want to use the foliage tool to place a static mesh around my scene but I want the instances to use a few different material instances I've created but I can't seem to work out how to do it. Right now the foliage tool is just painting the static mesh with…
Prophecies: If you want to quickly preview you blockout in UDK, use automatic uwnrap tools. Go to your content browser, click on your static mesh, click on Mesh on the toolbar and then on Generate Unique UV's. It works pretty well for simple assets and sometimes I even use it on finished assets.