FUCK YEAH!!!!!! Here is what I think is up: AmbientSoundMovable doesn't work over network/lan. The cue you made from the audio file should contain an Attenuation node for falloff. So, no need to place the sound in the level, it's pulled from the UPK. What this does is whoever gets to the switch first (press "E" for use),…
Then I think you'll have to do this in your 3d app or you can type in the tiling with hand, because this would have been the only easy automated shader based solution. Manual adjustment through material instances can work too, but you are still eyeballing(if you want to try this, simply multiply the texturecoordinate with…
Ruz: Yeah 500 in my previous post was just a random example number to show the math. For your eyeball example you would determine the highest value you want your spec power to be, in this case Eyeball = 120. The eyeball highlight would then be painted with value 255 white pixels and multiplied by a constant of 120 which…
@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…
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?
Been pondering for a while now and can't seem to find an answer. Is there a way to set an 'orb' around the player that will vertex paint everything inside it, but leave everything outside untouched? Also, my player seems to ocasionally die while in my vehicle, It seems to happen In the same area of map, but not 100% of the…
@cmtanko, I was asking you to try that to see how much of performance gain you get, their still might be another issue causing your FPS to tank, if you get 100+ fps with the terrain without the shader, but 10 fps with the terrain and the shader, you know the major issue is the shader.
scumworks: Off the top of my head that looks like some vertex-lit stairs, which would explain why occluded (buried) verts get 100% black. Or, on second thought, it also looks like you have some seriously messed-up smoothing groups going on. Try hardening the smoothing.
Another quick question if anyone an help me out. Anyone know the best way to trigger the map ending? I've done most of what I need to do and I need to place a trigger to make the map end when i reach a certain point. I'm presuming a trigger is the way to go but I'm not 100%
Y_M - There is a quite simple solution...dont use highly separated meshes for high tiling.copy them together in the modeling software,make proper uv-s for the attached (welded) meshes, and then import that bigger pieces into udk.Maybe not the best solution, but 100% working. anyway, i think parallax would be better for…