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  1. #1
    MSgt. Shooter Person
    Join Date
    Mar 2011
    Posts
    153

    Unhappy Material not visible on the skeleton mesh (mobile Placeble pawn )

    Hello everybody , i have imported a skeleton mesh and some textures for it. i have set up a material with those textures and applied them to my skeletal mesh. In the editor they show up correctly but when i run the mobile previewer or deploy the game to my iPhone the material isn't visible on the pawn. i have build the lighting with production quality and used lightmass

    here are the screenshots from the editor and the mobile previewer

    Thank you
    Attached Images Attached Images
    • File Type: jpg 2.jpg (103.1 KB, 17 views)
    • File Type: jpg 1.jpg (100.3 KB, 15 views)

  2. #2
    Marrow Fiend
    Join Date
    Jun 2009
    Posts
    4,479

    Default

    When you setup the material, are you using the visual material editor, or applying them to the slots in the properties?

    Mobile does not support materials made using the visual editor.

    Also remember to save the package before testing.
    Please don't send me private messages asking how to use UDK unless it has to do with my work, everything I can teach is already out there.

    I am not support, I am here to learn myself.

  3. #3
    Palace Guard

    Join Date
    Jun 2007
    Location
    Christchurch
    Posts
    3,514

    Default

    Remember to check the Used By Skeletal Meshes within the Usage flags category.

  4. #4
    MSgt. Shooter Person
    Join Date
    Sep 2011
    Posts
    132

    Default

    Auto Flatten Mobile ?

  5. #5
    MSgt. Shooter Person
    Join Date
    Mar 2011
    Posts
    153

    Default

    Quote Originally Posted by uberman View Post
    Auto Flatten Mobile ?


    checking this options made my materials show up in the mobile previewer and also inside my iphone.


    thank you for that .

  6. #6
    Skaarj
    Join Date
    Apr 2012
    Location
    Boston, MA
    Posts
    19
    Gamer IDs

    Gamertag: spacekatgal PSN ID: spacekatgal

    Default

    It's been our team's experience that auto-flatten mobile causes some huge differences when applied to complex skeletal meshes. It's not bad for the pipeline of static meshes, but we don't believe it's a best practice. Like for instance, the lighting is baked into her boots and it looks bad. I'd be interested if it looks comparable to whatever 3D program you're using.

  7. #7
    MSgt. Shooter Person
    Join Date
    Mar 2011
    Posts
    153

    Default

    I would have to say that it look exactly like in 3ds max, the program that i exported the model from.. Please take into consideration that this is a very low poly model and the textures are also of low quality

  8. #8
    MSgt. Shooter Person
    Join Date
    Mar 2011
    Posts
    153

    Default

    i come back with a simple question, When i apply the auto-flatten material to a static mesh actor, it causes a crash in the app with the message that the bulk size doesn't matc the calculated size.

    here is the exact message:

    assertion failed: EffectiveSize == (UINT)MinMap.Data.GetBulkDataSize()Texture 'dasdas.texture.stone6', mip 0, has a BulkDataSize [131072] that doen't match calculated size [65536]. Texture size is 512x512, format 5.

    Do you know why this is happenning?

    Best Regards
    Adrian.


 

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