have you tried checking/unchecking the gamma correction setting? (the sRGB thingy) as for the normal map, i use the blue channel for AO sometimes because multiplying your AO in unreal versus doing it in photoshop can give better outcomes often and you can control how strong it is on the fly. Ryswick: eat3d has a spiffy dvd…
@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…
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. :\
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.
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…
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.
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?