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  1. Very nice to know, thanks for the information....

    Very nice to know, thanks for the information. Also, the improvements to dynamic lighting sound excellent indeed.
  2. Well that is what I was getting at. It seems like...

    Well that is what I was getting at. It seems like they had it working just fine for PCs--I can understand that consoles would need it removed, even though that is somewhat ridiculous for next gen...
  3. From what I saw in the UE4 developer walk through...

    From what I saw in the UE4 developer walk through video, it appeared that GI was working in realtime. Maybe it was not true GI, but it certainly looked good enough to pass for a purely realtime...
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    Are you using a dominant directional light and...

    Are you using a dominant directional light and cascade shadowing? This sort of thing happens, and is normal, in fully realtime environments. It is a result of the WholeSceneDynamicShadowRadius...
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    Why not just make a ridiculously large sphere? I...

    Why not just make a ridiculously large sphere? I have done so, starting with a diameter of 525,000uu from Softimage, I then scaled it further in the editor (X4 I believe). The result is an...
  6. Let us not forget the texture memory saved by not...

    Let us not forget the texture memory saved by not using light maps. Realtime GI and shadowing is the future; it is an awesome feature that can really bring a world to life. I hope UE4 keeps Lightmass...
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    Tips For Distant Realtime Shadowing?

    For outdoor scenes, or any large scene I suppose, it is impossible to use cascade shadowing for distant objects (i.e. mountains). The power is not yet there to have the entire scene constantly...
  8. Thanks for the reply. Well, this time it showed...

    Thanks for the reply. Well, this time it showed up randomly, and I know I was doing nothing clipboard related. In fact, I did not even touch the light itself unlike before.

    If I had to fathom a...
  9. I hate to bump this topic, but it happened again....

    I hate to bump this topic, but it happened again. This time, it showed up randomly in my map after a few days of development. It renders a map unsuitable for a game as the framerate suffers, severely...
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    Per Instance Vertex Colors and LODs

    Quick question, say I have a lot of static mesh objects around and they all have a unique vertex paint job. Now it is time to generate LODs for the master mesh, but doing so kills the vertex colors...
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    Finished a new asset--the demon slaying sword...

    Finished a new asset--the demon slaying sword Vignsang. It is a very important sword in the game, please check it out and leave feedback, thank you.
    ...
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    I was running UDK perfectly with that exact...

    I was running UDK perfectly with that exact processor before it exploded, but that was with only one GTX 570.

    What has caused similar issues with other software is the past for me was forcing...
  13. Multiple Dominant Directional Lights Error

    Hail,

    I think I may have found an issue with the last few UDK builds. When using an archetype of a DominantDirectionalLight, or copying any sort of DDL from another map into a brand new map, the...
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    I suppose I should have titled the thread "Autumn...

    I suppose I should have titled the thread "Autumn Forest Environment for My RPG" -- I did not realize at the time that people would expect to see gameplay, so my apologies for the confusion.

    I...
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    @XilenceX: I will check out that video for sure....

    @XilenceX: I will check out that video for sure. As for the shadows, I am pretty sure that is everything I changed. I did check bForceNoPrecomputedLighting, as well as uncheck bUsePrecomputedShadows...
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    Thank you for the replies everyone. @vblanco:...

    Thank you for the replies everyone.

    @vblanco: No gameplay yet, for now it is just an environment demo.

    @XilenceX: So the leaves are not spread out enough? It was proving difficult to make those...
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    Various Artistic Works for My RPG

    Hail forum lords,

    I am renaming this thread to be more reminiscent of its intent, and to be more long term. Also, I have finished a new asset--the demon slaying sword Vignsang:...
  18. Well, I am still having issues with this. I have...

    Well, I am still having issues with this. I have taken a video of this problem in action--this is on a clean default UDK install using only included assets:


    http://vimeo.com/60554406

    Notice...
  19. I use Softimage personally, and I can select a...

    I use Softimage personally, and I can select a starting edge and then double click the last one and Softimage will figure out the path of least resistance between the two. Once that is done, I do...
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    This is easily done with UnrealScript--maybe even...

    This is easily done with UnrealScript--maybe even Kismet. You would need to make a custom class extending NavigationPoint, it would contain variables to hold its target map and the point (also your...
  21. I still get the warning about more than 65536...

    I still get the warning about more than 65536 triangles using the latest UDK and FBX. The only reason the warning shows is to let you know that full complex collision will not be possible (nor would...
  22. Thank you for the reply. My mix map is using each...

    Thank you for the reply. My mix map is using each channel except alpha as three separate maps to blend three separate textures. For the simple test material, I am using red--the red channel is wired...
  23. Texture Paint Does Not Change Texture

    Good day, I have a bit of an issue with texture paint. My material is extremely simple, two diffuse maps lerped with a mix map. I select the mix map as the target, but when trying to paint on a...
  24. I am guessing that is the source of the problems....

    I am guessing that is the source of the problems. Trying to run a modern game in a virtualized OS is not going to give good results. I have had serious performance and visual issues on a great...
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    Well I suppose solved may be the wrong word--more...

    Well I suppose solved may be the wrong word--more like "worked-around". I agree this should not be present and require extra instructions to hide, but the additional instructions are negligible. It...
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