@Rib Looks like you created a package NOT in the UDK file path. (c:\UDK\[build]\UTGame\Content\etc, etc As long as your packages reside there, you should be fine:)
I have both installed, no problem. Sharing UT3's resources into UDk could be a bit more of a hassle, confliting content, 10gb of stuff to transfer, etc...
It is per mesh, just like you could have multi-sub material static meshes with tiling bits etc... You want to maximize the area used for that particular static mesh.
Is there a way to tell the "Game-View" (shortcut G, which i thought only hides everything thats not visible to the game like sprite icons for lights etc) to look like the editor view? I'm losing a lot of contrast here :/
The units are just generic units. UDK uses snapping in power of 2 grids though (32, 64, 128, 256 etc) so you might want to adjust your grid in max to that. iirc the default room height is something like 160?
Making a small enviro, having problems with lightmaps tho. Try to keep everything somewhat modular, so im 'tiling' the stairs etc., just cant get the light map to render without seems. Do the ends connecting eachout need to be 100% planar with hard edges or something?
Just found the issue! My main ground mesh had a wrong lightmap UV channel selected and was apparantly rendering on vertecies. Took me forever to find something simple like that but at least I learnt about most of the render/light settings etc along the way :P
Hey guys, I've got what I assume to be a pretty n00b question, but I've scoured the official UDK forums and couldn't find anything similar, so I figured I'd see if you peeps can point me in the right direction. (Thanks in advance!) I'm attempting to strip down the UDK player setup to its bare minimum (meaning no UI, no…
Wondering if anybody knows why my 2048x2048 textures are being displayed in the editor\ viewer at 250x250 and are showing as being displayed in-game as max 1024x1024? I haven't used UDK in ages and my memory is failing me on this one. Im using the newest release and haven't edited any .ini files etc yet.
I got the basics on how to prepare and bake lightmaps but still pretty new to lightmap baking. The question I have is that does every object in my level have to be baked? Also I seem to have problems baking lightmaps from transparent or masked objects. Stuff like decals, puddles, etc. Any solutions?