Ok, I have the shader completely finished and exactly like the example, but i'm getting a couple of errors that I don't quite know what to make of. [Node WorldNormal] Invalid node WorldNormal used in pixel shader input! [Node DepthBiasedAlpha] Invalid node used in vertex/hull/domain shader input! I'm 99% sure they are…
2 quick questions: -In cryengine you can just press ctrl+g and that put's you in the game, just like udk 'play from here', now I am wondering, is it possible in udk to bind that to a key? -Sometimes (and this happens a lot) when I try to vertexpaint it just moves my camera and I am unable to do any vertex painting untill I…
Does anyone have any thoughts on if it's possible to make a blend material that blends based on screen space occlusion (cracks and intersections) and NOT on a greyscale blend map? I'm working on a bronze/copper shader and I want to be able to adjust the oxidization and patina on (which would be heaviest in the cracks and…
Couple of quick questions... how do you create sky? I know there are Skydomes inside UDK, I'm guessing this is the best thing to use. If so, how do I go about creating a texture for it? And when I have the texture, what's a good material setup? Secondly, I wanna place a LOT of grass and ground clutter, they don't need…
@Rhinokey These sorts of seams are going to be near impossible to get rid of. They are inherent in UE3's GI solution. TBH, with texture you probably won't even see these. I would not fret about unlit mode (you won't sleep at night if you do) as there will be all kinds of subtle artifacts that simply won't show up once…
Rhinokey: Are your pieces cubes that you are just snapping together? Like, when you put one chunk together with another, do you have two faces meeting in between them? If that's what you are doing, then you just need to delete those inner faces that are touching. Your light map is baking around the corner and giving you…
What is the wireframe like on the models which use vertex lighting? As it will only measure accurate lighting on the exact position of the vertices on your meshes. The engine will then create a linear gradient between the lighting values of three vertices to shade a polygon. If the exact same mesh is lighting in a…
There's no problem with having T junctions in UED as long as they are not in the same mesh. Example: If you collapse everything to a single mesh those T junctions are gonna cause problems. This is bad modeling and should be avoided at any costs whatever the tech you are working with. Best idea would be to model this in…
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…
Another UDK lighting problem, I'm really not liking how these pop up out of nowhere... Basically, parts of my scene are being strangely lit, everything except ceiling and floor is being lit using vertex lighting, I extended my scene a bit earlier and all of a sudden the lighting has broken in some areas. An image to better…