I'm having trouble bringing a speedtree into UDK. I don't want it to have any wind affecting it in engine, but everytime I deselect "include wind" when compiling it, it crashes UDK when I try to import it. If I leave "include wind" selected, I can import it into UDK, but I cannot turn off the wind affect. Any ideas? Edit:…
So I've been looking for Specular Boost in the world settings. I could swear I've seen it there before. But it's nowhere to be seen. Is it no longer included in the more recent versions of UDK?
Figured it out I believe. In the Post Process editor, on the material effect that my outline effect is plugged into, for Scene DPG select SDPG_World, or Foreground. Foreground includes the weapon too in game.
Look at the included default maps, particularly the midday map. The AO is pretty decent looking. Also, it is good practice to use a lightmass environment color instead of a skylight, unless you have a specific reason to.
Ran into a really weird bug I think :( ?? Can't import speed trees compiled with the "include wind" option off. It crashes when trying to import it. I've done this successfully in previous versions so I'm not sure whats up. I found someone that posted 2 years ago about the same thing and didn't seem to find a solution.…
Thanks Lamont, much appreciated. Here is a bundle of resources related to this issue: http://dl.dropbox.com/u/3405058/UDK-Softbody-Error.zip Includes a UPK file as well as the 3DSMax source file (2010) and the ASE export. Hopefully I'm doing something stupid and easy to remedy...
Did anyone check out the P_FX_SmokeCollum particle system included in the GDC demo package? It shows a new feature that is awesome for creating some realistic and volumetric effects. I have tried recreating it, and I've got a pretty good handle on the material shader. However, looking at it in the Cascade editor, there is…