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Epic Games Releases August 2011 Unreal Development Kit Beta

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    #46
    @the_contradiction, I went by the article on the udn and had a similar issue but I found adjusting the vector 2 params to lower closer values limited the tesellation from further but I couldnt work out how to get it to do lower iterations up closer. Maybe it would be something like 4,2 but I couldnt get it going perfect.

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      #47
      i lowered the params to 1,1 but that only reduced the tessellation when you are a distance from the object. There is still significant tessellation increase up very close.

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        #48
        Yeah I couldnt work out how to get it less dense up close either, maybe its a higher value but as I dont really understand what the vector 2 is doing I dont know what values it should be. In the documentation Epic just tell you what values to use and dont really explain how it works.

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          #49
          Originally posted by Crusha K. Rool View Post
          I thought tesselation is supposed to be rather an addition in detail to objects by fulfilling the purpose of bump and normal maps instead of being a replacement for the usual LOD so far.
          That's how it is being used these days. But I think it gives much richer possibilities.

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            #50
            The Materials Compendium could need an update.

            For instance did the Texture Sample receive a new input, "Tex".



            I assumed it's there to take vector 3 information and use that as texture, so that you can still plug the UV coordinates into the other output. However, that didn't seem to work for me, so I am wondering what it's there for then.

            EDIT: Ah, didn't see the new TextureObject.

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              #51
              Im a novice.


              Really needs very much examples for load in editor. The example map must be more longer, more big, more effects.

              Maybe any levels for another genres should be nice ideas...

              -A level for an example rpg map. Like elder scrolls, gothic... outdoor with terrain. Dynamic sun with sunshafts. Zombies from terrain at nigjt with music change like zelda...

              -A level with a room of classic graphic adventure with controls of grim fandango keyboard use for 3d scenaries, and using mouse like broken sword (right button for change to look, use/get/speak, walk to) 3rd person.

              -using the terrain for rpg for basic racing rally game...

              -system for dialog selection of graphic adventures.

              -all of this give us the methods for make a jrpg like final fantasy (example).

              -simply scenary for static cameras and a change to a simply puzzle, like classic psx Resident Evil.

              Yeah, should be great...

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