we have a HDR tonemapper that can be enabled or disabled from the chain in the package The LUT is applied to the scene after the HDR tonemapper anything set in the highs mids and lows is baked into the LUT at realtime, this has to be done to support old content. We could have disregarded the highs mids and lows but…
Unique names for everything is good. You name your static mesh Killerdude, and your texture Killerdude, might get screwed up at cook time. Your Map should be XX-Mapname.udk (XX = whatever you set up). Your UPK should be something different that let's you and other people know what the contents are. Yeah, I noticed the…
Talking about shooting or what? If you want collision (objects/physics/characters.. etc..) you have to generate the geometry using UDK or in your application. There are settings for how complex you want it to be in UDK. If you're making things for levels then you need to factor in collision geometry as part of the content…
Alright, so I'm planning on modeling a water bottle, but I'm not sure on how to handle the translucency of the plastic. What's the best way I could achieve this? I'm not too familiar with shaders in unreal, and could use a little advice. Here's what I'm going for:…
A slight continuation of what Kev mentioned: If you find your textures are too dark, you can double click them in the Content Broswer, and edit their brightness, saturation, and color curves numerically to get quick & easy brightening of your diffuse textures, without mucking or messing with your Photoshop files. These…
Here's where I will get a little tech-artisty in hopes to explain why there is a basic tonemapper in now. The purpose of the tonemapper is to allow for a higher dynamic range of lighting in the levels, Rasmus is kind of right but he's describing a dynamic tonemapper, this is a static one that allows for a soft clipping of…
question for anyone who has the answer. in the material editor, if set a value for emissive, i am able to see what it does to the color of a material, but i am unable to see the bloom effect it gives off, which makes it hard for me to determine the strength. i am also unable to see this in the static mesh editor. the only…
OX - Spec level and spec color are the same thing, in max the shader just does Spec Color * Spec Level, you could do this in UE before you plug in spec color if you really want but having seperate maps is pointless, you could just do spec color map * some intensity scalar elementrix, the default color lookup looks…
Just copy your package and map files over to the November build's directory structure and open the package(s) in the content browser then open the map with the editor. Why not use the newer January build? EDIT: Never mind read fail on my part :poly136: Why are you going backwards? EDIT2: Just tried to open some January…
Momo, it looks like you are using vertex lighting rather than actual pixel based light maps as your static mesh has it's bOverrideLightmapResolution checked on and it's OverriddenLightmapResolution set to 0. Lightmap resolution set to 0 in Unreal means use vertex based light maps. You should un-check…