you can export BSP in UDK. it's under File>Export>Export Selected (select the BSP face you want to export) I do it all the time to ensure that I have the right measurements for modular pieces I'm making.
F (front view), Z (zoom extents), click on the the light to select it. He's using a Free light, which means there is no target. If you select it and go to the Modify panel, you can turn on Targeted to see the direction as a vector + dummy.
Try disabling x-ray mode on the dinosaur mesh and see if the problem persists! When you go into edit envelopes - vertices selection mode and select a bone on the bones rollout, does it have this problem as well or does it work fine?
To fix a vertex-normal seam in 3ds Max: select both meshes, add an Edit Normals modifier. This will share the same modifier for both objects. Then you can select the normals along the seam, two by two, and Average them together.
While the RTS + FPS hybrid has already been done by Natural Selection and Natural Selection 2, this still looks very unique. Looks like the shooting style and the pace is very similar to Unreal Tournament. Looking forward to updates on this.
Three quick things I like to do when this happens. 1. Two normal modifiers > Collapse 2. Edit normals modifer > Select verticies > Reset selected > Collapse 3. Convert to editable mesh > convert to edible poly
Should be the same. What don't you like about it? I love that you can just click and drag things. No move tool needed. And in maya, when you had to select the key, then select the handle was so bloody annoying.
Yer, you just select face tool then select the faces you want to have another mat on then apply the material (not the default lambert) and then export it. UDK will pick it up as a multi-sub object and you can assign multiple materials to it.
Hi Gerbeiter, following bit of code removes all TurboSmooth Modifiers from all selected objects. ( for theNode in selection do for index = theNode.modifiers.count to 1 by -1 do if ((classOf theNode.modifiers[index]) == TurboSmooth) do deleteModifier theNode index)
Thanks Synaesthesia . I'll do another try for sure. In general I'd love a texture soft would work as vector one , not only brushes. I recall I could work with a speed of light in old Expression and Xara . Every piece of bitmap was a decal guided by vector spline or shape fill. Always non-destructive and resolution…