I guess this question needs a guy from epic :( Is it possible to bake HDR cubemaps in unreal? I know how to generate cubemaps, but they are always dxt1.
@nick2730: There are two approaches to this. 1. Apply two materials to your diner one for the building and one for the glass. Import it into Unreal as one object, then apply the glass material to the glass and the building material to the building. 2. Separate the glass polygons from your diner and import them as a 2nd…
I am learning up the unreal engine 3. I stumble upon a message. "The following packages have references to the external packages: Objects_names Objects_names Objects_names Objects_names External packages won't be found when in a game and all references will be broken. Proceed? " How do I fix this situation, cuz other…
Okay, I was just making sure. I've been using both Unreal and Xoliul's viewport shader lately and confused myself for a second on the correct direction of the green channel.
Lightmass is still used to compute the Global illumination : http://www.eurogamer.net/articles/digitalfoundry-gdc-2013-unreal-engine-4 I can't give more details unfortunately. :\
i was trying to get an alpha from world builder into unreal as my height map, but it always seems to come in all skewed or jagged, anyone have a proper pipe line for this?
It might be this line of code from their example; if (LeftFootHitActor.bWorldGeometry || LeftFootHitActor.IsA('InterpActor')) It might be that bWorldGeometry only returns per-poly collision and not collision models. I'm not an Unreal Script guy but it is a possibility.
Ben you're like the Encyclopedia of Unreal. Thanks for all this useful information, lighting is real high on my list of things I can't do well and your info is really helping.