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…
you'd need to switch the material in script to a translucent material, you don't it to render with translucency all the time, even though unreal now supports lit translucensy i guess it would be way to expensive and sorting will be a mess if you have all rocks with a translucent material, so you could create a normal…
Found out why my skeleton didn't work properly in this post http://boards.polycount.net/showpost.php?p=1112729&postcount=748' I had scaled my master rig and scaled my skeletal rig accordingly to fit unreal standards. THEN I added the root bone wich then had a diffrent scale value. That seems be the cause of the wonkyness.…
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…
Talking about shooting or what? If you want collision (objects/physics/characters.. etc..) you have to generate the geometry using UDK or in your application. There are settings for how complex you want it to be in UDK. If you're making things for levels then you need to factor in collision geometry as part of the content…
Tried re-rendering out the normal map multiple ways and with various combination's of smoothing groups but no change. Lightmap UV's should be fine. All individual space and plenty of buffer between everything. I'm assuming its not the normal map. As I totally removed the normal map from unreal and I'm still getting a seam…
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…
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…
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…
Alright, so I'm planning on modeling a water bottle, but I'm not sure on how to handle the translucency of the plastic. What's the best way I could achieve this? I'm not too familiar with shaders in unreal, and could use a little advice. Here's what I'm going for:…