Hi, PC. Before building static lighting, the normal map looks great on the object. After building lighting, it's almost completely washed. I've set the lightmap resolution to be quite high for testing, and it didn't help. Before building lighting: After: Especially notice how the area at the bottom which is only lit by the…
Hello everyone. I'm having some problems regarding the lighting in a project i am working on. The issue i have is with doors within a corridor. Now these doors are Skeletal Meshes and have custom animation on them they can be walked through. They are being lit by their own dynamic lights. Everything else is made up of…
try turning down diffuse boost, there's also a wold property called indirect normal scale. Its less apparent because there's light bouncing around rather than harsh 1 direction lighting
You can add dynamic lights. Look in the light classes. Weapons are tied to camera vector from what I have read. You will need to mod the weapon scripts. How? I don't know.
I am looking for some info how to create an simple Aircraft warning light such as this Would it be with UDK lights or does it need a unique texture with an alpha and a special material setup ? Would apprecieate any info on that :)
Having a problem with the lighting on my door. It's set up so it opens when the player walks up to it, which all works fine, however once the door returns to its closed position, both sides of the door end up being lit completely wrong, I've tried vertex lighting and light maps, but the problem still persists. Before…
Got an issue here where I've got this strange AO like effect around objects in my scene, and I've no way of curing it. The effect seems to ghost a bit when moving the camera in the scene as well. I have previously edited some post process effects through the UTPostProcess in FX_HitEffects, and more recently I've updated…
sxe: 1. either a dominant point light, toggleable or moveable, with brightness/color animated in matinee 2. is your leaf material translucent? Trans materials cant cast shadows with dominant light shadows, try softmasked.