Is there a way to transform a reflection vector without the transform node? Vertexcolors don't work when you use the transform node... I need a correct cubemap AND vertexcolor. "Warning: VertexColor is mutually exclusive with the Transform node due to limited interpolators. If you use both a Transform node and VertexColor,…
It's because the code is affecting the player, on all the game. You can maybe add a filter in the code to check the name of the map, if you are not on the map you want you call the code, but if you are one the right map you do nothing. I can't help you more because I don't know (yet) how to get the name of the current map…
@Lamont: Sure, here's a download. There are other version of the export script, but they produce even worse results. Let me know if you find any substantial differences, I'm curious. @Vailias: I tried that and the normal map seems to work fine on other objects - it's a .tga from xNormal, after all @DarthNater: Agh, it must…
Sorry, I think I might have not been as clear as I should have been on what I'm trying to do. I'm not trying to modify the Environment Color, I'm trying to call it in my shader either with HLSL or with the nodes. Unreal's Phong lighting model, for example, combines the diffuse with the Environment Color in the areas on a…
Cheers for the advice Grimm... I think I have grasped what you mean and have it working.... but I've come upon another problem. The glass material I created is in a BLEND_Translucent material, and obviously the blend mode of this material is BLEND_Opaque So I was wondering... is there a way to change blend mode on the fly…
our coder is trying to use something called navmeshes to allow our playe character to auto path around objects so we dont have to do path nodes (its a diablo style point an click movement system) but while he can make it work for ai characters, he cant get it to work for the player char. do any of you epic Wwwyzzerdds out…
As far as I know this happens in DX11 mode when you're using depth biased alpha. It only affects the material preview though and should work fine in the editor You can either switch back to DX9 mode or unplug the depth bias alpha node until you've finished with the other components of your shader and then plug it back in…
I checked out their code example now, before I was only using skelControls. Anyway, now my mesh is halfway stuck in the ground from the waist and down. Will do some more testing :) Edit: I removed all relevant code and just kept the skelControllers in the animtree, I also moved the mesh down to make sure it intersects with…
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,…
Hey guys, I had a few general questions about UE. These are general questions and I don't expect a detailed answer (unless you feel like it). disclaimer: I've never used UE, or any other engine for that matter, but I have wanted to get into environmental art and after some reading have found that using an engine is the…