fearian: I think I've run into the same issue, but for me just importing the latest mesh anew gives me the correct import options and automatically overwrites the older existing one. By Unreal logic there is no way you could have both an old and a new version of the same mesh with the same name in the same scene. It should…
So the mod I am working on has decided that they want to port over to the Unreal engine. We were doing the HL2 engine but it is becoming very dated and we want to go with something a little more up to date. . I am sure there is a lot of things that will change from level design to modeling. Although, I think out of…
For a uni project I am creating a character with a muscle system for unreal. Basically I know how to use skinfx to create muscle systems but I cant seem to find any information about gettint the muscle system in uunreal with actorx. Can anyone point me in the right directions or throw some advice my way please? Thanks
Alright, I've got some problems with Unreal Ed 3 (unreal engine 2.5). 1) I've got some specular maps that want to use. The issue is that they always come out too bright. As a matter of fact, the textures themselves seem to be brighter in the editor. 2) I can't get my opacity maps to work correctly. It's not inverted, it's…
If you really want full-dynamic day-night cycles, like Crysis, then you've got the wrong engine. That's one of the limits of Unreal. You can only get around it by chaging a lot of engne code, something you don't have acces to with UDK. I think they did this for Vin Diesel's The Wheelman game. All shadows were dynamic in…
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…
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…
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…
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.…