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  1. #1
    MSgt. Shooter Person
    Join Date
    Oct 2011
    Posts
    323

    Default Strange Artifact After Cooking

    Hello everyone.

    I've been having this strange issue after cooking my maps - first screenshots are in PIE and the second ones in gameplay after clean and full recook;






    As you can see the ground(also the walls in the first picture) doesn't show up properly. At first i thought it was a material related issue but they start to show up after a distance with a weird angle. I tried disabling all the post process effects, removed distance fog, and also tried it on both March and July betas. Moreover my touch triggers don't work either after cooking. All of my files are in the right directory so i can't think of anything else to fix this.

    Hope someone comes up with something i'm missing.

    Thanks in advance!

  2. #2
    MSgt. Shooter Person
    Join Date
    Jun 2012
    Location
    In my Batcave
    Posts
    34

    Default

    It could be an issue with the meshes, you're just using imported static meshes yes? If so, do you have a second UV channel for the lighting? I had an issue similar to this and realized I was skipping the second UV channel part of the process and none of my lighting seemed to cast onto the objects properly, if at all.

  3. #3
    MSgt. Shooter Person
    Join Date
    Oct 2011
    Posts
    323

    Default

    The first one, yes, all imported static meshes with only 1 UV channel prepared for lightmaps. But then all the rest of the objects were prepared like that as well and only two of them are not showing up.(though as i said, they are starting to appear after a distance)
    And the second one is the box that comes with UDK's templates. The wooden floor in the first picture is just a plane so i used a box for the second map to see if it would change anything.

  4. #4
    Palace Guard
    Join Date
    Mar 2008
    Posts
    3,565

    Default

    Your lightmap resolution is probably too low, by default it is 32

  5. #5
    MSgt. Shooter Person
    Join Date
    Oct 2011
    Posts
    323

    Default

    It's not. None of my lightmaps is lower than 1024. The first pictures of each map were taken after building the light, you can see that there's nothing wrong even though the first one of the second map doesnt look perfect.

  6. #6
    Palace Guard
    Join Date
    Mar 2008
    Posts
    3,565

    Default

    Depending on the size of your meshes it might not be enough, or perhaps your UV's are incorrect. Also, if you've only got 1 UV channel you need to change the setting for the mesh to use that as the Lightmap UV because by default it is set to use the second channel.

  7. #7
    MSgt. Shooter Person
    Join Date
    Oct 2011
    Posts
    323

    Default

    Cheked everything you said and none of them is the issue. Any idea what may be causing the triggers not work? They are all touch triggers, starting a material instance matinee sequence(nothing to do with the materials of those problematic meshes). They are working properly when i play in editor but not after cooking.
    Last edited by Jacky; 08-06-2012 at 01:05 PM.

  8. #8
    MSgt. Shooter Person
    Join Date
    Oct 2011
    Posts
    323

    Default

    Well i couldn't fix it in March and July betas but i heard a couple of people complaining about the same shadow issue on recent releases in other forums so i went back to January release and everything works just fine now.


 

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