Hi! It looks like some modifiers were carelessly applied to this mesh before, or it was exported from somewhere, so it has some issues at the moment: - your beveled edge is not only marked as Sharp, it's actually ripped - you can see this in Edit Mode if you try to select and move a vertex there. You'd need to select all…
an experimentation fixed some things like the door rivots. realized the normals dont show in unlit mode in udk so had to add some lights temp placement for now. Added some spec but not my actuall spec map yet just a constant.(thanks Johnicus) I also realized my textures look alot different in lit mode as opposed to unlit…
Yes, I tested it yesterday. The values coming out of the node do actually exceed 1 so the clamping happens later - probably in the Shader - and shape splatter is working fine Try popping a histogram range after the node to bring the range back into the 0-1 and use the material scale value to set the height range you want…
@Yourname942 - Actually I didn't code, I couldn't figure it out myself (code confounds me, lol). What I did instead was look at the different areas my characters would have to be in, then created a set of animations for them in 3DS Max to repeat. I then imported the different animations and set up an animation tree with a…
with 1 trigger you can cycle stop slow fast in kismet, you could also do other game play options like separating the triggers, have the player input a number on the keyboard? or add buttons to screen if its mobile. I'm just saying to re-think the problem. Is there another way to make it work for the game? 3 triggers ontop…
This is the reply I got from a 11secondclub mod. "In regards to your question about auto-embedding, a lot of forum software will do that for you now (with plugins). The way we do it is that we a have a parser that runs before each post is displayed. It searches for links to YouTube/Vimeo/.mov files/etc. We then replace…
I've decided to say "screw you alpha blending" - our engine here at work does alpha testing anyways so why bother with other techniques. replace your blend code with alpha test code - seems to work in preliminary tests across all situations and isnt influenced by mayas viewport Shading>Object Transparency Sorting or…
I have a Titan X, the latest windows update (1809), the latest drivers (430.39), and added -dx12 to the end of the 4.22 shortcut path after the quotation marks in the windows properties menu. I also set the SkinCache and raytracing variables to 1 in the Console Variables "ini" file. Still no dice. I also tried the Justice…
Hello Polycount! Over the last year (plus a few months), I've been working away at an iOS game alongside a great team, and it's finally come out. It's been quite a journey - we tried to raise funds via Indiegogo (this is before Kickstarter came to Canada), and had little luck. Despite the failed fundraising campaign, we…
Hi ! I'm trying to make a script that displays the drawcalls count of a selection. It only works on editable poly for now. I'm looping through the mesh to get all mat id. global winWidth = (gw.getWinSizeX() / 2 - 20) global drawcalls = "Drawcalls: " fn GW_displayDrawCalls evt nodes= ( fn getDrawCalls dc_selObj = (…