Thanks again Dmitry!
Notes:
To add the water feature to a separate existing level I merged the resources of Flowtest.udk and BaseFlowMaterials.upk into BaseFlowMaterials.upk. This Package is trickier to install than others, and I kept getting 'Chain' errors which UDK couldn't resolve, so here's a workaround using the Feb 2014 / Feb 2013 builds:
1. In Flowtest.udk -> Copy Combined_INST [the core top-level MIC] to -> BaseFlowMaterials.upk
2. In Flowtest.udk -> Copy RT to -> BaseFlowMaterials.upk (TextureRenderTarget2D)
3. In Flowtest.udk -> Copy Test_FM to -> BaseFlowMaterials.upk (Texture2D)
4. In Flowtest.udk -> Copy Test_M to -> BaseFlowMaterials.upk (Texture2D)
5. Open BaseFlowMaterials/Combined_INST in MIC editor. Under 'Texture Parameter Values'. Edit each Texture path until they all point to BaseFlowMaterials.
6. Locate the SceneCaptureReflectActor_0 Using Edit menu -> Find Actors. Change the Texture Target entry to: TextureRenderTarget2D'BaseFlowMaterials.Textures.R T'
7. Copy this actor to a new or existing level and place it over the water...
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sammy-udk repliedThe tutorial document is said to be "Access to this link has been disabled."
Could anyone please upload it again?
Thanks in advance
Edit:
The pdf file is found to be included in the water asset zip file.
The "tutorial document" link could be removed.
Thanks.
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Neongho repliedThank you redbox im extracting a lot of knowladge from your material comrade : ).
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Neongho repliedHey awsome wáter and awsome content in it, im going to read the whole PDF, i guess this is free to use right ?
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emkay4597 repliedAbsolute PHD stuff... amazing! Thank you for your effort. That PDF will reside in my toolbox for years to come I'm sure.
And the results.. just wow. Even the wet appearance of the adjacent rock, very nice!
What sort of performance can you expect? / have you experienced?
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redbox replied^_^
You can also manually change UnpackMin settings in the texture properties. This won't have an instant effect but it does work.
as option
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mAlkAv!An repliedOriginally posted by redbox View PostSo, to paint, you need texture with "Default" compression, unchecked sRGB, assigned to simple texture sampler, and you need to unpack it to (-1;1) in material, using "(tex - 0.5)/0.5" or something similar.
You can also manually change UnpackMin settings in the texture properties. This won't have an instant effect but it does work.
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