With my basic shader knowledge (ie purely UE) I can't go in to the high level stuff, and Unreal won't allow any of its vector transform nodes in vertex shaders. I was under the impression world position was literally world position : ( here's an image of what's going on; top left is what I'm getting, some sort of vertex…
Animation Can someone give me a break down or know of any tutorials for how rigged animation exports from maya 2012 to UDK. I take it we use FBX now? as Active X has been scrapped? Cheers. I just saw this on a 3DSmax thread but I think it will work for Maya, I will give it a try and be back to tell you how I got on.…
@3DRyan: Having proper lightmap UVs will have a big affect on how light/shadows are baked. Check out these two tutorials about lightmap UVs: http://stephenjameson.com/tutorials/lightmap-uvs-tutorial/ http://udn.epicgames.com/Three/LightMapUnwrapping.html A note about the first tutorial it was made with UT3 in mind, now…
Hey guys, hope I can post this here as I'm using UT3 (and didn't want to necro the old thread) and I'm assuming/hoping the solution is the same for UDK. I did browse the threads and search the UDN before posting here. Basically I've created a vehicle and its got several Mat Ids, I'm getting it all sorted fine but I'm…
@Oniram: Looks like the mirrored normal map in UDK issue. Before you get really involved trying to fix this keep in mind it can't be solved 100%, just reduced. Here's a copy/paste from a PM with another Polycounter: You'll need to make sure that the UV seam runs vertically in relation to the UV window. In other words…
@Frozan: Are you using the Unreal Post Process Chain Editors "universal" modifier. In other words modifying the core SSAO? UT Game>Effects>FX_HitEffects>UTPostProcess_Console If so, scroll to the bottom and make sure all three checkboxes are marked. In your AO settings: Show In Editor : Show In Game : Use World Settings…
I'd say use lightmaps when you need detailed shadows, and when you don't have enough verts to capture the amount of shadow detail you need with a vertex lit light map. Also use them when they would be more memory efficient than vertex based light maps. You don't have to light map everything but I'm not sure how well vertex…
Hi everyone, I've successfully created a custom modular pawn and made it the player character. It's working fine, the animations from my custom animtree are working as expected, yet I'm unable to properly change the modular pawn's skeletal mesh components during the game (on runtime). Right now, I'm able to add new…