If you've attached a decal in code, then you can set the same properties you would in editor in code. Look at the decal actor code and see what you need to set it. I'm assuming this is an added component in the default properties area, so look there in the decal actor code.
Beautiful work man. I'm working on a scene at the moment, and I'm having a hard time keeping the dominant light and lens flare from being way too bright, have any suggestions for that? For now I'm just using the default lens flare from the foliage demo.
Okay, I'm not posting anything until I get the floors done because everyone think's that's my floor texture:P I am going to sculpt out some cement slabs for the floor. I just didn't like the red REPLACE me or some default texture.
What do your light settings look like? The U light icon means the light has had some settings tweaked. If you did it the way you said, hold down L and left click, it should place a static (S) light with the default settings.
Xnormal by default clips the range in Heigh map Tonemapper. It has sliders showing red an blue clipped pixels. Adjust them. Also you don't need xNormal probably , just BPR render the mountain top down in zbrush and get 16 bit depth image
Looks great! Only crit I have is the characters have a surprised expression as their default pose. The bottom of the upper eyelid is above the iris and the eyebrows are raised most of the time. A more relaxed expression would be more appropriate. Great work though, it's looking like a winner already.
I think that something you need to sort is also to replace the default UDK sky. Maybe a nice hand-painted one? Or something mimicking the style of @choco's skies? You could also look into Colour Look-up Tables to recolour your scene using Photoshop :)
maya by default will read from the alpha channel of a color map, and use it for a alpha mask. Make sure if your texture has a alpha channel that it is 100% white. If you look in your attribute editor, you can see that both color and translucency are connected to the same texture.
Make sure you do not have your shaded selection turned off ....F2 key(default).....if shaded mode is turned off, it may look like you are just selecting edges...if it is not that...the hotkeys for switching to different sub objects are 1. 2. 3. 4. 5.
For UDK and the alphas, you should just import with the right compression (although using the default will probably work) and also set the material type correctly. Some material types don't let you use an opacity map. And for reflections and refraction effects, no idea! hehe Good luck!