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  1. #1
    MSgt. Shooter Person
    Join Date
    Jul 2011
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    94

    Default Quite a few issues goin on

    Hey guys, so im trying to put my zone together in a 3rd person camera.. and nothings really goin that way it should be right now.. one, everytime I build i get an error about my lighting saying "Critical Error no importance volume found" and so theres some things that are screwed up with my lighting I guess. and another thing is, when I click add actor player start, it has a box on it that says "Bad Size" and when I click play in editor, i dont play from the trigger start. I only play from where i was in the editor.

  2. #2
    Veteran

    Join Date
    Dec 2002
    Location
    A world of possibilities
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    5,818

    Default

    Bad Size means it's too low to the geometry. Try raising it a bit.

    As for no importance volume... Just add one..
    "Screwed up lighting" could be anything without further elaboration.
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  3. #3
    MSgt. Shooter Person
    Join Date
    Jul 2011
    Posts
    94

    Default

    well I keep getting lighting volume errors for my meshes as well. and im not sure how to put an importance volume in

  4. #4
    MSgt. Shooter Person
    Join Date
    Mar 2011
    Location
    netherlands
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    53

    Default

    Do u get the error on imported meshes or on the normal meshes as well?
    and is it this error : Warning StaticMesh has invalid LightMapCoordinateIndex. ?
    did u also put an lightmassimportancevolume around youre level?
    Just an awesome Dutchman messing about

  5. #5
    MSgt. Shooter Person
    Join Date
    Jul 2011
    Posts
    94

    Default

    yes I get the invalidlightmapcoordinatex error. and how do I put an lightmassimportancevolume around a zone? the game im making isnt just small rooms, its a large area outside as well

  6. #6

    Default

    As far as the LightmassImportanceVolume, take your bsp cube and make it large enough so that your whole level is inside of it, then right click on the volumes icon and select LightmassImportanceVolume. If you then move your bsp brush you'll see a yellow wireframe box.

    Here is the link to the UDN page about it LightmassImportanceVolumes
    http://udn.epicgames.com/Three/Light...portanceVolume

    For the issue for your custom meshes, you have to specify which UV channel should be used for Lightmapping for every mesh. In the mesh editor the lightmap is set by default to 1, but if you only created one UV set in Maya/Max, that UV is on channel 0. Know that your lightmap UV set can not have any overlapping UVs. If you did not create your UV's with this in mind, there is the custom UV generator tool you can use, but it's always better to do in your 3D software (maya/max/etc)

    Here is the link to the UDN page about Creating Light maps
    http://udn.epicgames.com/Three/LightMapUnwrapping.html


 

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