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  1. #1

    Default UDK not applying textures to models

    Okay so I'm a little confused as to why UDK for some reason isn't applying the textures to my static or skelatal meshes whenever I import them. Also when I try to import png files it says "import failed" for some of them. And the announcements feature in Kismet doesn't display a message or on-screen text when I tell it to. Any solutions? I've noticed that the default UDK models already have textures applied to them in the content browser, and don't need a material applied to them in the editor. How can I achieve this?

    Thanks!

  2. #2
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    first of all not textures. What you need to put on your models are materials. Maybe that is the reason.

    P.S. Materials are various textures in one box. And you need to Uwrap your model but i guess you know that already

  3. #3
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    You may get the "import failed" on textures if the maps are not power of 1 (64x64,128x128,512x512,1024x1024, or even 128, 1024, etc.). We use 24 bit TGA's by the way instead of PNG's. Though, I am sure PNG's will work fine.
    Textures are NOT materials. Textures are used to make materials. Materials are applied to meshes.
    There's more than one way to apply a material. You can place materials on the mesh in the content browser. That material will remain on the mesh. Or you can drag a material onto a mesh in the editor (this will assign the material to the mesh or overwrite the applied mesh.)
    As far as your Kismet issue in concerned, can you elaborate?

  4. #4
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    Quote Originally Posted by Tearl View Post
    You may get the "import failed" on textures if the maps are not power of 1 (64x64,128x128,512x512,1024x1024, or even 128, 1024, etc.). We use 24 bit TGA's by the way instead of PNG's. Though, I am sure PNG's will work fine.
    Textures are NOT materials. Textures are used to make materials. Materials are applied to meshes.
    There's more than one way to apply a material. You can place materials on the mesh in the content browser. That material will remain on the mesh. Or you can drag a material onto a mesh in the editor (this will assign the material to the mesh or overwrite the applied mesh.)
    As far as your Kismet issue in concerned, can you elaborate?
    So you say that TGA is more reliable then PNG?

  5. #5
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    We use TGA's in our workflow. But Either will work just fine. We try to use 24 bit (no alpha) TGA's as much as possible in order to keep memory usage down. I know that PNG's are generally larger in file size than TGA's. Try creating a PNG at 512x512 and a TGA (24 bit) at 512x512...just plain white...and see which is the larger files. Since the PNG is a 32 bit file, it's bigger. That's why we use TGA.

  6. #6
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    Quote Originally Posted by Tearl View Post
    We use TGA's in our workflow. But Either will work just fine. We try to use 24 bit (no alpha) TGA's as much as possible in order to keep memory usage down. I know that PNG's are generally larger in file size than TGA's. Try creating a PNG at 512x512 and a TGA (24 bit) at 512x512...just plain white...and see which is the larger files. Since the PNG is a 32 bit file, it's bigger. That's why we use TGA.
    ok thank you, because i got the same issue. I had a test map and i stored my new models and materials there. But when i created new map the one that will be the final output when i tried to import .png there i said Import Fail. But if i tried to import same .png to test package it accepted. Strange issue

  7. #7

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    Well I resized the texture to 512x512 and UDK's content browser still wont let me import it. It is a PNG however. If I save it as a TGA will that not be applied to my material? And in terms of Kismet I tried to use the Play Announcement feature to get text to appear on the screen. However I've done everything it says and I never get text to appear on the screen even if activated by a trigger or spawning.

    Edit: By the way I can't seem to apply the material to the model in the UDK Content browser but I can in the editor.
    Last edited by monkpo1; 04-04-2012 at 10:51 AM.

  8. #8
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    The Play Announcement node only works in specific gametypes. Set your gametype to UTGame (for example) in the World Properties and it should work fine.
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  9. #9

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    Thank you! But suppose I wanted to display text on the screen without using the UTGame gametype, what should I use in Kismet?


 

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