They're BINK video's, i'm 100% sure, you can see compression artifacts sometimes. So they captured them from the engine somehow. I just want them rendered to file since we're creating a showreel here at work and I don't want to wait 1 hour for a silly 360 render while it looks nicer and renders faster in Unreal.
Hi there, long time viewer, first time caller. I'm having some troubles trying to get directional lights to cast translucent shadows. Basically, I can't. Point lights however work just dandy. Check it Whereas if I use a point light: Am I missing something obvious here or is it simply a limitation of the directional lights…
hahaha i thought about the same answer and decided that it would be too evil to say just yes i guess this post is not better... so for kismet, you can use a actor factory i guess, i'm not sure i don't have unreal open right now, but i think thats the way to do it with kismet, but then you need to place some dummies as…
Awesome thank you. It does have a lot of appeal to it, when I found the UnrealEd after installing UT3 for the first time... I was like 'ooooh awesome I want to make some custom maps' whereas when I saw the UDK announcement and video, I was like 'oooooh awesome I want to make games'. Looking forward to checking it out.…
this has prrrrrrrrobably been asked before plenty of times... but i had a normalmap seam which was present because of UV islands (most people know the type) and seeing as it was on a cranium i simply blocked it out with 128,128,255. In the unreal viewer the seam is still present even though it was gone in all the max…
Hey guys, Does any of you know a way to export a skeletal mesh from unreal back to 3dsmax? I dont care about the rig, skinning, smoothing groups, not even if the triangles are attached to eachother. as long as it still has uv's its fine. this isnt possible, I had this problem a while ago aswell and it was discussed with…
Im curious to know how everyone works out their measurements between max and unreal? Right now im experimenting with the 2 but I seem to have a problem sorting the units out. How does everyone calculate their sizes and averages? Right now im working with feet in max to make it fit into the engine, anyone else got some…
I have some quick questions about organizing your udk level - cross posting from my wip thread: Some quick questions about UDK to speed up my tutorial googling time - what's the best way to organize a scene/level? a package for every prop? a package for the level? Where can I save my packages so that the supplied Unreal…
1 unreal unit = 1 centimeter in maya for the grid, it would really be your preference, i have it at length/width at 1024.00 units grid lines at 16.00 units, but it really depends on how big/small your assets are and what grid options you're using in UDK. check this too http://www.kylerives.com/wordpress/?p=105 as for…
Aw darn! It's not about optimization for me; I want to try and create a machinima with Unreal and I just need stuff to look as good as possible... Could you perhaps explain what I should understand under an object's "owner"? "bOwnerNoSee" sounds like it should do what I want: "this component won't be visible if the view…