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Why MyPawn is black?

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  • replied
    Yeah I've checked my materials with documentation, and everything should be fine, but still they are black...

    here is my sample material:


    Uploaded with ImageShack.us

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  • replied
    Thank you Sir!
    We should have read that already

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  • replied
    http://udn.epicgames.com/Three/Mobil...Reference.html

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  • replied
    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

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  • replied
    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...

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  • replied
    Did it turned black after fixing the pawn issue?

    btw, does your materials use custom lighting?

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  • replied
    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...)

    Leave a comment:


  • replied
    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.

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  • replied
    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?

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

    Again - thanks!

    Leave a comment:


  • replied
    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)

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  • replied
    Screenshots?

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  • replied
    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...

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  • replied
    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.

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  • replied
    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...

    Leave a comment:

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