Ahh sorry but currently the retail version of UT3 does not support baked transparency like you are wanting. But the most current dev version of Unreal allows for it.
Ben thats a pretty good tutorial except in the latest builds of unreal with lightmass and all that you don't need to have the padding on the edges of the maps anymore.
Directional lightmaps are 3 lightmaps that are computed with the normalmap, so you get something from your normalmaps with static lighting. Unreal does the same, it's not just one lightmap, but unreal can't do the ao stuff, gi, colorbleeding etc. afaik beast can create better lightmaps because of better rendering…
Nothing is ever removed from a package. It's still "there" no matter what you do to it. Best bet is to have a solid workflow for your Unreal UPK's. No one really talks about having a good UPK workflow, but it's freakin' important to have dicipline on that shit. To move an item from folder to folder or UPK to UPK, you have…
Haven't really played too much with Unreal; but thought the UDK release was the perfect time to have a look around. Question: Can I export vertex alphas from max and have them used in Unreal along with an alpha map? I use this technique with blend strips - having 3 (or more) edges the outside 2 having a vertex alpha of 0,…
yes I see the results in cryengine but atm I do my work in Unreal so i just keep pushing it :) I will try with decals, but the leaves are moving (panner).
I was wondering in unreal 3 editor can you, in the material editor , do something like combining two textures. May not be exactly like this but something similar. Thanks guys
its on the eat3d website as to how to get the screen as just your prop, no unreal watermark and to take a high res shot, use PIE and console command tiledshot it takes a huge screenshot.