Look at this bleeding mess!
Me and a freind started learning Unreal ED yesterday and I thought, "What better way to learn a engine than port a map! And what map better to port than one that I know every inch of!"
So resulting in many annoying crashes and terrible imports is...



Obviously far from perfect but hey, It's a start. :iamafag:
I learned a lot about the engine in 1 day.
I need some help with this though. I'm having problems.
1. How do I make a (proper) detail map in a shader. I did a crappy one with the ADD function but it looks terribad. I need to be able to make white alpha show one detail map on the diffuse texture and the black alpha show a different detail map on the diffuse texture. In the same way that halo does it.
2. How do I take a pre-exsisting cubemap and import it into Unreal ED and how do I use it.
3. Can you make a bumped-cubemap? Basically will normal maps work with a cubemap reflection on them.
4. I imported the mesh of collision from halo but there are random holes and bugs with it. The only thing I've done with it in the Unreal Ed is re-scale it. I don't see why the collision is so broken in some places.
That's all I need for now. Thanks.
Re: Look at this bleeding mess!
I think for your detail maps you multiply one tiled detail map by the diffuse alpha then multiply the diffuse by the result, and do the same for the other detail map but inverting the diffuse alpha first.
Re: Look at this bleeding mess!
Answers to the following numbers ...
2: You can use existing Cubemaps that have already been made , for instance the Chiefs visor , you just click create cube map material and go from there :P
4: UT3 is not good for importing collision such as that , it has problems , it uses simple shape collision to accurate get everything right , the only solution is to build the level entirely in UT3 out of brushes like i am having to do with one of my levels now , to get completely accurate collision.
Re: Look at this bleeding mess!
You can turn on normal collision for UT3 by just unchecking the "Use standard box collisiion" or whatever in the static's options in the generic browser. Give that a try.
Re: Look at this bleeding mess!
from experiance llama just clicking that gives it a collision box , nothing more , you could use per poly collision which would be the most accurate , only problem is , it would not work atall with actors inside the game world.
Re: Look at this bleeding mess!
The collision is mostly fine. It's just very specific spots that are fucked up. Usually just a hole or a small invis wall.
Re: Look at this bleeding mess!
Quote:
Originally Posted by
SonicXtreme
from experiance llama just clicking that gives it a collision box , nothing more , you could use per poly collision which would be the most accurate , only problem is , it would not work atall with actors inside the game world.
No, by default it's checked which gives you box collision. If you uncheck it then it gives you per poly collision.
Re: Look at this bleeding mess!
http://www.hourences.com/book/tutorialsue3modeling1.htm
# Collision made in an external package
All you need to do is to give the mesh you wish to use as collision the prefix UCX. Example: if the regular mesh is named Tree, the collision for Tree should be named UCX_Tree. Select both, and export both together into the same ASE file. Upon import the engine will recognize the UCX mesh, and assign it as collision model. It will not show up in the Generic Browser.
((I just use per-poly collision for -- well -- just about everything so meh)) -- If you're having some problems with collision still -- re-import the ASE and see if 3DS Max threw up when exporting it.
*****
Bumped Cubemaps work... that's how water ripples are made.

*****
Only Cubemap I successfully did was done by importing the panels separately.
Cubemaps can be used just like any other texture -- they can be attached to any node that accepts textures... but I find it IS a little more than slightly glitchy in UnrealEngine3 when I tried it. But, results may vary.
So yes, when they work, you can have it desaturated and multiplied into a opacity map, attached directly to the emissive channel, or -- whatever you can do with a regular texture...
Just make sure you have it attached to some sort of vector transform so that the engine knows -- for instance -- to pan the cubemap when you rotate the camera or something.

Attached the cubemap's UVs to a rotator that spins around the yaw (to make the entire sky slowly turn... give the illusion of moving clouds)... then the rotator was attached to the camera vector so when the camera moved, the sky would appear fixed in place. (Ignore the multiply of the camera vector by 1,1,1... that does nothing)
But yeah, that entire thing in no way needs to be connected to emissive... that was just what I needed for a Skybox.
Re: Look at this bleeding mess!
http://img198.imageshack.us/img198/3231/46155872.jpg
http://img200.imageshack.us/img200/5922/39764123.jpg
^ thats for Cube maps
As for the collision , importing an entire BSP has its problems , when i imported alot of my ASEs , i found that its better creating your own more simplistic version of the collision for what ever it is your doing , otherwise you`ll encounter lots of problems.
Re: Look at this bleeding mess!
I've made a lot of progress. I'm getting better at the shader creation system. I plan on remodeling a lot of parts in the collision UCX. That should clear up the bits that are messed up.
I still don't really understand how I take a halo cubemap that I have extracted and Import it into UT so that it is recognized as a cubemap and not as just another texture.