Your firewall might actually be blocking lightmass from running, because it apparently create some render server or something. Check if you got it blocked in there. My main problem was actually that my firewall kept asking for permission, because lightmass creates new folders every time it tries calculating.
This version makes the camera pull out a bit too when you run. Will add in a dampening param. Will update with a movie after I get the kids ready for bed :P. I think the last issue is have the cam stay where it is and allow the character to rotate/turn freely (not turn the cam).
I've got a problem: Lightmass keeps running and keeps emitting photons. I just created a boxed room in substractive mode (1024x1024x1024) with one light in it. From what I know this should work fine? It worked in the previous versions? When I make a map in additive mode it works like a charm :/
Hey guys do you know if there is a way to make the camera look straight up at 90 degrees when in the editor preview? Like when you go Play From Here and get to run around in your level? Currently the most I can look up is at like 60-70 degrees
Can't seem to get per-pixel collision working at the moment, I turn it on both in the mesh settings from the browser and enable complex collision in the mesh properties in the map but still run straight through it, anyone got the exact settings I need to get this to work as I don't fancy making a collision set for caves.
I suggest avoiding anything other then NormalMap_Uncompressed settings, seriously, unless you have a perfectly synched baker for UDK, almost every other settings makes it look like garbage. You could also try forcing UDK to run in DX10 mode if you have nVidia, and use the BC5 setting for the Normal Map.
I'm not having any draw issues here, Vista 64 as well. You're not using the Nvidia 196.75 drivers are you? They might cause some major problems or even lead to hardware failure. I noticed you posted issues with Photoshop in another thread as well. I'm running Nvidia 195.62 drivers without any problems.
fearian: I think I've run into the same issue, but for me just importing the latest mesh anew gives me the correct import options and automatically overwrites the older existing one. By Unreal logic there is no way you could have both an old and a new version of the same mesh with the same name in the same scene. It should…
lamont i run it on vista 32 no problems at all just installed and ran, its funny the first day i installed it i opened it, added a cube and it crashed.. i was like "oh boy here we go" but i have not had a single crash since then so i guess it was just a fluke. but ya, i have no prob on v32
vrav - thx, that worked for removing the package. Though I have to say that's rather stupid to require going outside the package to delete a file. I'm running into a similar problem with textures now. I unload the package, then right click to delete a texture in that package. But right clicking makes that texture load,…