Ah, ok then. This particular forum nick I've had for nearly a decade, bassically derived from a favorite game character "Sackboy" if that wasn't already obvious and come too think of it havn't played in quite a while. Also handy is the 90s era phonetic spelling (6 letters) all lowercase since I'm typically an indifferent…
So above the big octopus that platform is it allowed to create shadows? that might help with the light going through to it. afaik It is the only thing i am seeing that might be an issue, if it has shadows enabled idk otherwise, that is a tricky one, maybe have GI on ? all the options and increase the shadow options to…
Yep, that would work. This is how you do it: 1.Make a new blueprint, inherit it from actor... 2.Add a spline component to it. 3. Make a new function (I called it get length) 4. Put the logic in the function 5. Make the function being callable inside the editor, by selecting its input pin, and enabling "call in editor" on…
Ah yes, that may be the problem, there are some limitations with how refraction works when rendering multiple refraction objects through each other. I'll look into that here. As a work around you could create a duplicate of the windshield mesh, move it slightly in front, and set up the material so that only the emissive…
http://wiki.polycount.com/wiki/SkankerzeroModularCharacterSystem I made some modular characters based from this ^^^. There's more than one way to set things up in engine. In my case, all characters existed in a single fbx and we used script to disable and enable different parts. Dunno is this is the most performant method,…
@sprunghunt fair enough, mate. I'm all in favour of trying to help beginners understand the why. I'm not a tech artist or a programmer so I didn't know the theory of what was behind the reason Zbrush behaves this way. I do know that the canvas document shading was to enable us to work on very high res meshes back when ZB…
Unfortunately Skyrim creation engine is not that advanced and those features are not built in the game or enabled , the only particles work in the "Flat" water surfaces . I only wanted to know how to model a hill of gold that looks realistic from all sides and not just a normal map flat texture , the modding I do for…
RTT spits out all the images from a frame range if you have one setup, but I've only had it enabled as a mistake so haven't used it deliberately. If you did a zbuffer a one of the nvidia or xnormal photoshop plugins should work just as well as crazy bump as you don't need to try and extract values from a diffuse texture to…
When you want grasses which are moving in the wind, then you want to use dynamic lighting for them. If you want to do this, disable the use pre-computed lighting on them, and enable the cast dynamic shadows, and the dynamic lighting channel. The dynamic shadow's parameters are adjustable under your lightsoure's properties.…
I found a way I could make it work, I have to activate the "specular" checkbox in the main tab also, then it works. Same thing goes if I activate to export both radiance and specular in the export tab, but do not check the specular checkbox under the main tab. This only exports radiance without giving any reason as to why…