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Thread: Unreal Dev Kit : Research and Development Thread

  1. #31
    A Loose Screw Phopojijo's Avatar
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    Re: Unreal Dev Kit : Research and Development Thread

    Uh, the LightmassImportanceVolume just limits the effective volume that Lightmass works on... it doesn't "fix errors" or anything. ((Soon it will reduce lighting quality outside the volume... right now it just cuts off lightmass lighting outside the volume apparently)).
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  2. #32
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    Re: Unreal Dev Kit : Research and Development Thread

    Quote Originally Posted by Phopojijo View Post
    Uh, the LightmassImportanceVolume just limits the effective volume that Lightmass works on... it doesn't "fix errors" or anything. ((Soon it will reduce lighting quality outside the volume... right now it just cuts off lightmass lighting outside the volume apparently)).
    I realized that, though lightmass still never works. I have 2 lights and one static mesh, running it on preview settings, does nothing. The bsp isn't hi res it all, something I simply made out of subtracting boxes to test this. The swarm agent dosent seam to do anything either though it comes up and starts. The builder is stuck on "collecting the scene".
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  3. #33

    Re: Unreal Dev Kit : Research and Development Thread

    did you even read up on HOW to use those entities?

    a swarm agend doesn't DO anything, it's just something which is spawned, and does some pathfinding, which (As far as i know) uses navigation meshes. it doesnt even do collision checks.

    mind you, i didnt even test anything yet, since my computer is fucked, i only skimmed a single page about it.
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  4. #34
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    Re: Unreal Dev Kit : Research and Development Thread

    Quote Originally Posted by neuro View Post
    did you even read up on HOW to use those entities?

    a swarm agend doesn't DO anything, it's just something which is spawned, and does some pathfinding, which (As far as i know) uses navigation meshes. it doesnt even do collision checks.

    mind you, i didnt even test anything yet, since my computer is fucked, i only skimmed a single page about it.
    been using this.
    http://udn.epicgames.com/Three/Light...ightingTimings
    The swarm agent comes up every time when I load lightmass, so im guessing it has something to do with it? Also in the launch trailer when they showed lightmass, it had swarm agent running and showing the lightmaps being complete. even in swarm agent is shows the progress of the lightmaps, and in this case for me, is alwats 0%.

    The Swarm Agent also tracks lighting build progress and keeps you up to date with which machines are working for you, what they're working on, and how many threads each one is using. The bar near the bottom shows how much of the build is complete.
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  5. #35
    Glorious Beacon of Light Disaster's Avatar
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    Re: Unreal Dev Kit : Research and Development Thread

    Swarm Agent is the UDKs task distribution program.

    IE: Distributed lighting calculations.
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  6. #36

    Re: Unreal Dev Kit : Research and Development Thread

    oh my bad, i got confused with the agents which work in the npc flocking system.
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  7. #37

    Re: Unreal Dev Kit : Research and Development Thread

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  8. #38
    HA10 Limited's Avatar
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    Re: Unreal Dev Kit : Research and Development Thread

    Quote Originally Posted by DEEhunter View Post
    Hmm
    Added check for GPU being below minimum requirements.
    Not sure if I want to apply update.
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  9. #39

    Re: Unreal Dev Kit : Research and Development Thread

    wont stop it from running, it'll just inform you that its below minumum (i guess)
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  10. #40

    Re: Unreal Dev Kit : Research and Development Thread

    Anyone else getting problems with speed tree under windows 7 x64?
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