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http://gtm.steamproxy.vip/app/246900/discussions/4/350533172687207447/
The usual work flow we use for models+textures is this:
1. Create Low-Poly mesh in 3dsMax
2. Apply a single material or multiple materials to the desired polygons of the mesh. Making sure no polygons are without a material. A checker material works nicely for this.
3. Unwrap its UVs, ensuring they use as much UV space as possible without ever overlapping(unless safe to do so).
4. Create High-Poly mesh in 3dsMax or ZBrush based on Low-Poly mesh. Only done if detail unique to the mesh is needed. We don't care about UVs with this one.
5. Export a rendered 2d image of the Low-Poly mesh's UVs.
6. Export the Low-Poly mesh as either an ASE or an FBX(ideally).
7. Export the optional High-Poly mesh as either an ASE or an FBX(ideally).
8. Use XNormal to render a normal map using the Low-Poly mesh and High-Poly mesh. Only needed if detail unique to the mesh is needed, otherwise we use existing textures.
9. Use photoshop to take the rendered UV image and use it as a guideline for creating the diffuse(color) and specularity maps.
10. Use photoshop to save 3 separate images: The Diffuse, the Specularity and the Normal Map, all as .TGA files.
11. Import everything into the UDK(3 textures, one low-poly), making sure to adhere to good naming conventions. Also making sure to use the right compression and texture group settings for the textures.
12. Create, copy, or subclass a material that will make use of the imported textures.
13. Apply the material(s) to the imported Low-Poly mesh.
14. Save package.
It should also be noted that if you use base textures(looping images like rocks, grass, metal, etc) you can skip steps 4, 5, 7, 8 and 9. Each image is instead created just in photoshop, or sourced elsewhere and designed to be represented as a general texture instead of as a skin with unique areas. The best example of such meshes are rocks, leaves, trees, dunes, concrete blocks, etc. Anything that doesn't require different mismatching/unique areas on one texture.
NOTE1: If the high-poly is the same as the low-poly, then you don't need a normal map at all. There is no depth information to give detail.
NOTE2: You don't have to use normal maps in materials. They just make things look nicer, but if there is no room for extra fine-detail, then they are not needed. Not having a normal map applied to a material is completely normal(excuse the pun).
You could also use a seamless normal map(like a base texture) in the material. You can use the material editor to tile it a bit, and decrease its intensity to make it less invasive.
NOTE3: The Diffuse map is usually just a color map and has nothing to do with low and high poly models or normal maps.
NOTE4: If your Normal maps are not being rendered by XNormal correctly, they may indeed come out looking odd, possibly even black. Any bit of black on a normal map is bad.
NOTE5: Here are the settings we usually use in XNormal to get the right export processing.
Make sure the transform boxes(X, Y, Z) are set to:
x+
y-
z+
Some other important settings:
tangent space = on
Closest hit if ray fails = on
Discard back-face hits = on
Padding = 8
Also, make sure to adjust the trace distances if you need to. They can help fix ray-hit-miss issues, where the ray-tracing fails because they are too short.
Problem is a physics issue ( I think)
I've been trying to add shopping carts into my new map, to work as bins ( Ajanitor and myselfs mindmeld)
So mesh ready, textures are set. I've added two types of cart, one is a debris style archtype the other is a VCBin with the mesh changed to the cart.
They sit fine, you can throw them around, bump them etc. However when you try to place anything inside the cart it jiggles around a bit then self destroys ( i guess due to "destroy if stuck" active). If the "destroy if stuck" is deactivated, them mesh still shakes but it's not stuck and doesnt fly off or anything.
My collision mesh (read UXC) was an H shape, i thought that a box in the middle may be the issue ( actors inside the mesh forcing down ), but then I changed the mesh to be more of a bucket |_| shape, still have the same problem.
I've already added baskets using the same methods and they work 100%.
Any ideas what would be causing the mesh to freak out when actors are dropped inside?
I can imagine if it didn't rest flush with the floor it would be much more prone to freaking out, built on tiny legs or something similar. How thick are the actual "walls" of the cart's collision? You'll notice the Bin is fairly thick.
Thickness
Base
I've not fit the mesh snug just yet, i'll be doing that once I get the jitter to stop.
EDIT: fixed the issue. It turns out all three meshes I was using were bad. I have a new one and the collision works great.
I have subscribed to lynda and working throught a tutorial to learn latest max (2016)
After that, is quixel turn (texture base app).
I would like to create good looking wall based on aliens 1986.
Ah, good to hear it.
What do you mean?
It could be related to the volume's collision properties, does it accept collision from rigid bodies?
Hmm, I actually have no idea. I've never used the UDK's wave generator, so it's possible you'd have to program a new kismet action.
Right, I'll have a look at that again.
Where? You want a VCDebris object variable. But on what? Do you want it on water actors, debris objects, splats, in the level info? Which object or actor do you need the variable to be on?
Well, I don't think that will help. And you don't really need it either.
I successfully managed to get ripples for objects working, although it's not pretty.
Step1: Add a kismet Touch event for the water volume(which covers the whole surface of the FluidSurfaceActor).
Step2: Set the Touch event's properties to be the same as those you'd use for the Incinerator's volume.
Step3: Link the Touch output to a Modify Health kismet action.
Step4: Link the Instigator output from the Touch event to the Instigator and Target inputs on the Modify Health action.
Step5: Set the Modify Health actions properties to:
DamageType=None
Amount=0.0
Momentum=0.0
Radius=128
Heal=Off
Radial=On
Falloff=On
There you have it.
Have you tried linking the volume's Touch event to a Destroy action?
Make sure that Touch event only accepts "VCSandPile" actors.
Did you set the properties on the Modify Health action correctly(Step5)? It won't work otherwise.
Here is code for the copied Kismet components, just select it and paste it in the kismet window.
You'll have to assign your own actors to the object variables and the touch event afterwards.
Also, just a reminder that this is not a place to talk about your levels or its features, unless you're directly instructing people how to make something.
Once in that non active state I'd like it to award 0.25% towards completion.
Using a stacking volume in that way that sounds like a good alternative.
I've been thinking about opening up the punchout system to use custom info, allowing you to decide what objects punish and award, what notes you get, etc. Basically so you can make it unique to your level without having to use the "Punchout Handler" templates.