Have you tried changing the DOF_Max Far Blur Amount? A really low amount or even 0 will make everything after your DOF_Focal Distance come more into focus. It won't exclude your skydome like you want but its the only work around I can think of.
I think you can mount a lens flare / corona to a socket on the mesh, so that it follows where ever you place it....the Hellgate trailer is a good example. http://www.gametrailers.com/video/cinematic-2-hellgate-london/15253 and another example using this engine at 0:35 [ame]http://www.youtube.com/watch?v=4pbpACMVZq8[/ame]
from what I remember, the fix for this is to use UV coordinate Index 1 for your maps instead of the default coordinate index of 0. You can set this property in your Texture nodes in the material editor. I have yet to test this myself but it seems like other people have had success. Kind of a crappy workaround tho...
1st issue: maybe your lightmap UV's have edges all the way on the borders of your 0-1 range. You gotta try to avoid that and give them space for padding there. Or it's some baking option with Lightmass that i don't know of. 2nd issue: I think your PC is just slow. My laptop does that too, my desktop never has that issue as…
Quick question for the masters. I have a very strange bloom problem going on where the red arrow is pointing. If I turn bloom scale to 0, it goes away. Also, if I choose run from here in the view port it's gone. If I use the console command setres 1920x1080w (or any other rez higher than 720p) it returns. Super confused as…
lol thats just the size of the preview in that window...widen up the window some more and it will change "max in game" is the size of the texture you need to change it in the ini to get it larger that 1024 i think edit: http://eat3d.com/forum/general-discussion/udk-textures-look-strange-0 3rd post @fearian, weird ...maybe…
For your normal map, make sure all four of your Unpack Max settings are set to 1 and Unpack Min [0],[1], and [2] settings are set to -1. If that doesn't work just re-import with one of the Normal map compression schemes. TEXTUREGROUP_RenderTarget will allow you to use higher resolution textures than TEXTUREGROUP_Skybox. I…
Bit confusing as normally the range is black to white ie 0-255 and its easy to visually do to that way ie almost black would be good for cloth, near white would be good for metal highlights So what constant times by my specpower texture would give me a standard range, as 500 seems a bit arbitrary for example if i was doing…
In my level I (will) have a gramophone from which I want a series of songs to be playing, which are looped, spatialized and attenuated. Using a simple SoundCue/AmbientSound, I have it working perfectly. However, whenever the player passes beyond Radius Max (so that the volume reaches 0) and then reenters, the music will…
Hey guys, I have a material-question for anyone versed in the murky backwaters of UDK material editing. Basically what I want to achieve is real-time camera-mapping - having an image always "facing" the camera but contained from 0 to 1 within the bounds of the object it is applied to. Will illustrate if neccessary. I can…