For the scale, if you're going by 96uu as 6', you can use 1uu = 0.75". The default in Max is 1unit per 1", though I'm not sure if that actually affects anything when you're exporting or not. The default grid snap setting in UnrealEd is 16uu though, so if you set your grids in Max to have lines every 4 and major lines every…
stay in object mode as throttlekitty suggested - select the image plane and your object - rmb on your object - faces - shift select faces and enter isolate mode.
I figured out you could insert an object and then double click the object to get the full size image, the only problem is the object is just displayed as an icon!
A material ID is a sub-object polygonal material selection. It is generally used to apply more than 1 material to an object without breaking it up into multiple objects.
Just edited the script and it now works fine. I have just tested it with 100+ models with 170 polys each. I think that the problem with the script is when the script loads up it is defining the local variable as 0 so that when the script runs it thinks there is no objects selected. This is causing the button to be greyed…
Ok so its been a while since I have updated this thread. I have kind of taken a step back from the back-street environment and trying to focus on a handful of textures and props to see how I can better improve my modelling,texturing,normal mapping, etc. Iv been trying some different stuff out. Playing with UDK material…
Got it! I haven't tried those lights yet. Is it alright to use emissive lighting for indoor settings? I gave it a shot, but it didn’t look quite right, so I must be doing something wrong. How do you set up fluorescent lighting indoors? What type of light do you use, or do you apply an emissive effect to that object?
Use a Path Deform (WSM) modifier. Use it on the single object, then instance that object using the Spacing tool. It will instance the modifier and you will be able to edit the spline, and the objects will follow.
As a general rule, convex edges get wear and concave ones get dirt accumulation. Oxidation is a bit different in the sense that it could occur almost anywhere but lets focus on wear and dirt for now. Lets take this area as an example: The edges in the red boxes are neither convex or concave in the context of the whole…
Putting a collider on the door also did not work it seems like. :( This is the script I have for my "Activate Trigger" public class ActivateTrigger : MonoBehaviour { public enum Mode { Trigger = 0, // Just broadcast the action on to the target Replace = 1, // replace target with source Activate = 2, // Activate the target…