Has the new SSS been "removed" from the newer releases? Setting AllowSubsurfaceScattering=True in the BaseEngine.ini file of the UDK-2011-01 release gives the option to check the Enable Subsurface Scattering tickbox on a material, and get the new SSS functions working on that mat (SubsurfaceInScatteringColor,…
Hi guys. Prepare yourselves for an extremely noob-standard question... I have only ever made individual props and small scenes at University. I am looking to create my first 'proper' environment using 3DS Max, UDK and Photoshop. Is there a particular way that i should setup my 3DS Max scene in terms of my approach to…
Hey Lazerus, I would use an AND gate. It only fires until everything that's plugged into its input fires at least once. Otherwise you'd have to do kind of what your doing but put a delay in that check and have it run like every .1 seconds with it looping. Oh also be careful hooking things up to on level load make sure…
Thanks for the explanation. I think my fundamental issue here is my understanding of lighting needs improving. I've taken your advice and placed lights where they would physically be and then I've gone in and added to that with point lights to sort the rest. I did purchase the Eat 3D UDK Lighting DVD when it came out, and…
oXYnary I'm a bit confused by your followup mirror question, mostly the image you posted, not sure what you want to mirror there. You can mirror one side of a box onto the opposite side. Rotating half of a top of a cylinder's UVs 180° and stacking them won't work IIRC, but truly mirroring it will, like in my example. Yes,…
http://thatanimator.com/dump/kreel_unrealbug.jpg hey guys, got an issue with matinee! yay :) I've got these two cameras set up (going to be 3-4 when this little scene is done), I get all my keyframes and framing done the way I kinda want. get it cutting from one camera to the other using director. sweet, all at 38 fov.…
Ok UDK is driving me nuts right now. I am importing an ASE file but it is simply not showing up in the browser afterwards... It uses 2 UV channels. The second one is all properly unique no overlaps.. I removed all the vertex channels... Its also a closed mesh now even though I wonder why it needs to be since many assets in…
@Oniram: Looks like the mirrored normal map in UDK issue. Before you get really involved trying to fix this keep in mind it can't be solved 100%, just reduced. Here's a copy/paste from a PM with another Polycounter: You'll need to make sure that the UV seam runs vertically in relation to the UV window. In other words…