Hey Glynn, this isnt exactly how Epic dose modular assets for gears/ut3. For the most part for there floors and for some parts of there walls they use tiling textures on BSP and break up the edges/boring sections with modular assets. When they do use a modular floor asset that butts up against another to tile like you have…
I'm late to the party but I built a small level with exactly the same modular set up from the first screenshot glynnsmith and barely ran into any seam issues, I originally had seams in the wall but they dissapeared once I built on production, although I did have one seam on the floor, randomly which I couldn't fix. There…
Not wordy at all. Thanks for the write up :) I'm not entirely convinced that this isn't doable. I get why they would taper their floor peices, but not being able to put 2 flat peices together without hiding the shadow seam with another mesh makes me sad - By all intents and purposes, it really should be possible with a…
You could try to make larger modular pieces instead of having each tile as separate objects. Just how I did the floor pieces in my modular scene: From my experience UDK always creates lightmap seams (just look at Epic's maps) so it's always better to have larger pieces instead of hundreds of instances of the same tiny…
I spent 2-3 late hours yesterday trawling the boards, and the internet, trying to find a fix for this - I found a couple of threads here (Specifically this), but none seemed to be the silver bullet I was looking for. Please note, I'm trying to fix the floor first. I figure it'll be the same problem with the walls. Surely…
This thread is really interesting. For my final year project at university, I am exploring modularity and how it's use can speed up the workflow of level designers. I am using the above method for my tiling wall sections. The piece I'm creating as actually a re-creation of a dungeon from Zelda: A Link to the Past on Snes.…
Yeah, UE3's lighting is all about approximation rather than precision. For roughed-up surfaces that works really well, but for continuous smooth surfaces it can be hellish trying to eliminate all artifacting, particularly when you factor in specular lighting. What you're seeing here is due to a feature Epic introduced in a…
War - You might be best making yourself a new thread, so this thread doesn't get clogged up with general questions about modularity that aren't specific to the shadow problems this thread discusses.