Is it more efficient for the engine to have: 12 Static Meshes with moved uvs and a single material or 1 Static mesh with 1 material and 11 material instances where the only function that changes is offsetting the uvs?
I'm just getting in to UDK and I'm looking for resources to help me learn quick, I came across UDK 11 Day Level Design. It seems to go through the entire process from concept to the end. Anyone gone though it, is it worth getting for someone new to UDK?
Just tried the February UDK. That bloom bar went from one side to both sides and the top of the screen. Also happens in game now. Quite confused, looking for an explanation. Must be a setting of mine... Wanted to throw in an edit: If anyone gets this error, you can remedy it for screen shots via tearing off a copy. It also…
is the rebar and the pillar the same mesh? i was having that same problem except with cloth. when i had a tearable cloth, after shooting at it a bit, it would turn black. anyone found a reason for this? also, i wanted to know.. regarding the december beta.. i now have 2 folders in my C > UDK one is labeled UDK-2009-11-12…
Well I just found out that switching to DX11 solves it. So I am wondering, if I just make some maps for myself, and don't use the dx11 specific features (and since I'm taking my first steps in UDk I don't even know what those are), does it matter if I use 11 or 9? Gonna test out some other drivers in meanwhile, atm using a…
painting the cracked areas would probably be a pain. to tell u the truth id use maybe 3 different variations of textures. one clean. one cracked, and one fucked up (tiles missing n whatnot). so you could start painting the cracked ones wherever u want, and the broken ones would inherit the same thing. its sort of what ryan…