1) Yes. You can either: - Set up each object individually in RTT then select them all and click render, it will batch process all the objects. Unfortunately they will all go into separate files. - So I suggest you create a copy, merge all the objects into one, and render it once. Then delete the copy and apply the material…
hmmmm, that doesn't sound as if they got those 'lightmaps' from the .X format itself as it's not capable of storing that sort of data (as far as I know). It sounds like what they've done is collect all their assets together into a quake 3 map and then compiled the results, from which they've export the lightmaps out to…
Hey guys, I'm at work so I can't post any progress pics (but I can surf the web? WTF?!). Thanks for the useful feedback. The main thing is that I'm putting it in Object Space normals in the end, so I'm giving it totally unique UV coordinates. I know, it's probably super ghetto to work on it in TS normals for so long when I…
Currently modifiers are unsupported, as mentioned here. If you need to preserve the modifiers stack, you could clone and collapse your object. When you are done setting the Smoothing Groups in this new object, you could transfer them to an Edit Poly modifier on the original object with the help of a script. That's the…
If you open your Outliner or Hypergraph: Hierarchy under the Window menu (personally I think the Outliner is easier to read), you can MMB drag an object onto another: this will set the object you drag as a child to the object you dragged it to. The parenting is indicated by indentation and a line from the parent to the…
UDK also has this system called Massive LOD. Which lets you set a bunch of smaller objects to be replaced by one large object at distance. So you could have a "close up" set of objects which get replaced by a large spaceship when you are far away. http://udn.epicgames.com/Three/MassiveLOD.html
When the object floats far away from the character, does it still appear to be attached to the bone? I have no experience with compiling with Maya or Blender, but I know that this is a problem in 3DSMAX when compiling that deals with the object's pivot/hierarchy. You usually have to reset the object's pivot to get it to…
@ uberphoenix: You can place one object anywhere in your scene, duplicate it, select the next mesh in the content browser and then replace one of the objects in your scene by right-clicking it and selecting "Add Static Mesh: xy" (xy is the name of the object you selected in the concent browser). I hope this is what you…
It depends on the engine, but you can attach helper objects to a cloth object, simulate it and then skin your final flag to bones that are in the same position as the helper objects then snap the bones to the helpers as it animates. That way you can capture the simulation and you can hand key the bones if you need to, like…
Depends heavily on too many factors. What type of game? What type of object? How big is the object? How close will you get to the object? What else is on screen? How much resources are spent on AI, physics, animation, sound, etc? What hardware? Tablets can vary a great deal etc etc etc