what pior said. The normal map doesn't look like UDK unpacked it on import. It looks like a regular texture which will give you wrong info. And yeah, remove the normal map multiply. when you import the normal map with actual normal map settings UDK unpacks the data to a -1 to +1 range which it expects for it shader system.…
These are the maps you can use for a regular material: Some are greyed out because due to the shader used. Specular in UE4 is not specular as it appears in other engines/renderers. It only allows for non-colored specular between 0% and 0.8%, represented as a 0-1 range, with a default of 0.5 which is 4% reflection: The…
Ahh yes, i used all sorts of configs in the time i played it , and one of my biggest gripes with the net code is something that is turned off in that config, cl_interpolate 0 Its a really silly system, as far as i remember it takes someone position in the map , and based on their direction/position between the last x…
Okay, think I've nearly got it, just stuck on how to get the rotations and translations of an object. Can I use .pos, or is it something keyframe specific? Current script is looking like this: -- 3dsMax to Spring animation export tool/*So, process goes something like this:For every object in the selection... For every…
I'm done with a programming degree in about a week. Never went to a game college for art, but I tried this game and simulation programming degree program in the hopes that it would be like a comp-sci degree with an emphasis on how to make programs efficient for simulation purposes. yeah that wasn't it. In my opinion any…
Anything goes! And there's a lot of anything going on here! Planning is key, try to break down what you want to do to simpler tasks. In Maya, you can set keyframes on nearly anything, to make it go. Let's grow a simple house as a quickie: Starting with a plane with good subdivisions for the windows later, you can extrude…
Ok got it. Easier than I expected. 1. Click your main root control and go to Modify - > Add Attribute 2. Put the long name to Factor 3. For minimum put -10, max to 10 and default to 0 4. A factor attribute should show up in the channel editor 5. So now we need to link the factor on the main root to the factor in the squash…
somewhat related http://www.scriptspot.com/3ds-max/scripts/activetype-0-29 he used a textfield to retrieve the events needed for something like that. I imagine he created some dialog instead of a rollout floater so that he could abandon close and surrounding GUI elements and with that only the input textbox is visible.…
Hi Andrew, I sent you a PM about the "texture blending with vertex" thing. Thanks man! I see you´re new at the forum so im going to post here as well. You asked me about the vertex texture blending feature i was wondering if you can add. So, as for Gamebryo engine or whatever engine you may think there´s always a feature…