Announcement

Collapse
No announcement yet.

Why MyPawn is black?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Why MyPawn is black?

    My custom pawn is just black...

    Code:
    	Begin Object class=SkeletalMeshComponent Name=Motor
    	SkeletalMesh=SkeletalMesh'Moto.Meshes.moto_men'
    	AnimSets=AnimSet'Moto.animation.Motor_Animation'
    	Materials=Material'Moto.Materials.moto_moto'
    	HiddenGame=false
    	CastShadow=false
    	bUpdateSkelWhenNotRendered=False
    	bTickAnimNodesWhenNotRendered=False
    	bIgnoreControllersWhenNotRendered=True
    	bUpdateKinematicBonesFromAnimation=false
    	bCastDynamicShadow=false
        End Object
        Mesh=Motor
        Components.Add(Motor)
    
    	CollisionType=COLLIDE_BlockAll
    Begin Object Name=CollisionCylinder
    CollisionRadius=+0021.000000
    CollisionHeight=+0048.000000
    End Object
    CylinderComponent=CollisionCylinder
    here is my properties, anyone know why it's black? I've tried to mess with material but without any results...

    And when I've placed my SkeletalMesh into Level it's with light and texture..weird..

    #2
    Please give more information! You didn't even give us a full snippet of code!

    Comment


      #3
      Well I don't know how much informations do you need. I'm only adding skeletal mesh component to use custom mesh.

      When I'm adding skeletal mesh from Editor to scene everything is fine, but when I'm using MyPawn for Player - it's just black...

      I'm using one material that is using 2 textures (512x512, 512x512)

      That's weird that it's only black as a player. I've the same issue on older UDK but there was LightEnvironment that was fixing it. Now I can't find this in properties.

      And I've based my material and defaultproperties code on ChickenGame...

      Comment


        #4
        When in doubt, give lots of information.

        Code:
        Materials=Material'Moto.Materials.moto_moto'
        You shouldn't need that. Your skeletal mesh should contain references to your material, instead.

        Comment


          #5
          When in doubt, give lots of information.


          You shouldn't need that. Your skeletal mesh should contain references to your material, instead.
          yeah I've deleted it but still it's black...

          Comment


            #6
            Screenshots?

            Comment


              #7
              You need to specify a lighting environment component to the SkeletalMesh Component.
              something like this:

              Begin Object Class=DynamicLightEnvironmentComponent Name=PawnLightEnvironment
              (...)
              End Object
              Components.Add(PawnLightEnvironment)

              Begin Object class=SkeletalMeshComponent Name=Motor
              (...)
              LightEnvironment=PawnLightEnvironment
              End Object
              Mesh=Motor
              Components.Add(Motor)

              Comment


                #8
                HRuivo - many thanks. I thought that LightEnvironment isn't working with mobile. I will check it on device

                Again - thanks!

                Comment


                  #9
                  I haven't had to specify a dynamic light environment for my pawn. I made a little test just a bit ago with the Fox character from Trendy's Chicken Coup example.

                  Code:
                  DefaultProperties
                  {
                  	Physics=PHYS_Walking
                  
                  	Begin Object Class=CylinderComponent Name=MyCollisionCylinder
                  		CollisionRadius=+0024.000000
                  		CollisionHeight=+0026.000000
                  		BlockNonZeroExtent=true
                  		BlockZeroExtent=true
                  		BlockActors=true
                  		CollideActors=true
                  	End Object
                  	CollisionComponent=MyCollisionCylinder
                  	CylinderComponent=MyCollisionCylinder
                  	Components.Remove(CollisionCylinder)
                  	Components.Add(MyCollisionCylinder)
                  
                  	Begin Object Class=SkeletalMeshComponent Name=MySkeletalMeshComponent
                  		SkeletalMesh=SkeletalMesh'Characters.Skeletons.FoxSkel'
                  		AnimTreeTemplate=AnimTree'Characters.Anims.AnimTree_Fox'
                  		AnimSets(0)=AnimSet'Characters.Anims.FoxAnim'
                  		HiddenGame=false
                  		CastShadow=true //FIXME
                  		bUpdateSkelWhenNotRendered=False
                  		bTickAnimNodesWhenNotRendered=False
                  		bIgnoreControllersWhenNotRendered=True
                  		bUpdateKinematicBonesFromAnimation=false
                  		bCastDynamicShadow=false
                  		Translation=(X=0,Y=0,Z=-28)
                  		Scale=1.5
                  	End Object
                  
                  	Mesh=MySkeletalMeshComponent
                  	Components.Add(MySkeletalMeshComponent)
                  }
                  it works just dandy. Maybe it is a problem with your material?

                  Comment


                    #10
                    Originally posted by zero4 View Post
                    HRuivo - many thanks. I thought that LightEnvironment isn't working with mobile. I will check it on device

                    Again - thanks!
                    I have to say that I only noticed that was for mobile device now
                    I just hope its the same process.

                    Comment


                      #11
                      HRuivo It's working on Device - so that's great news.

                      But I've another issue - every material that I've used for my level is now black on Device (it isn't in Editor)... eh :P

                      I think that we need to use specific light and specific information in Materials...if someone know which - please post it. (maybe because my materials have 36 instructions...)

                      Comment


                        #12
                        Did it turned black after fixing the pawn issue?

                        btw, does your materials use custom lighting?

                        Comment


                          #13
                          Did it turned black after fixing the pawn issue?
                          Nope, I just loaded it first time on Device.

                          btw, does your materials use custom lighting?
                          I'm not sure. How to check it? I've searched Custom and Light and can't find anything like that in my material...

                          Comment


                            #14
                            I think it should be at Material->Lighting Model

                            I'm not sure about that, since i'm still too green with the editor :P

                            Comment


                              #15
                              http://udn.epicgames.com/Three/Mobil...Reference.html

                              Comment

                              Working...
                              X