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UDK Thread: Unreal Development Kit

Well... it seems like they also added:

Unreal QualitySwitch material expression - A new material expression that enables you tmake High and Low quality versions of a material

Which will be useful for me at least :P

But yeah, the email is full of typos as well, "When the team at Totem Arts wanted tturn their award-winning Unreal Tournament 3 mod inta standalone experience" :lol I guess they are too busy.
 
well this is the wall with what I think is a texture I'm going to keep. this was just a quick render in 3ds max. I think I'm going to import them into UDK now and lay out the walls and floor. Do you need to make specular maps for walls? I'm going to make a normal map for this.

BVJ9c.jpg


gonna post updates in something nicer looking since just random pics looks sloppy.

I'm nervous how this will look in udk :\
 
http://dl.dropbox.com/u/65056064/err.wmv
a93Md.jpg

ok having a serious problem.so my friend has built this geometry and we have just basics of modeling and dont know about lightning.
and when i import these models in udk and build lighing i get these errors.Also only in some part of geometry there is strange flickering as shown in the video.Can somebody help me with this
 
well this is the wall with what I think is a texture I'm going to keep. this was just a quick render in 3ds max. I think I'm going to import them into UDK now and lay out the walls and floor. Do you need to make specular maps for walls? I'm going to make a normal map for this.

http://i.imgur.com/BVJ9c.jpg[IMG]

gonna post updates in something nicer looking since just random pics looks sloppy.

I'm nervous how this will look in udk :\[/QUOTE]

It's not that you _need_ to make a specular map. But if you don't have a normal map, you won't be able to show the light hitting the surfaces, which will make your wall look completely flat and overall just lacking visual information.

Making specular maps isn't all that hard, and if you don't wanna go with colored specs, you can fit the texture in the alpha channel of the diffuse. But if you don't have any sort of technical limits, I'd go with color specular, that will give you a lot of extra detail.
 
Also a great and easy tool for spec, bump, normal maps is Crazybump, you can get a free trial or the full version for pretty cheap, well worth it if you ask me.
 
Also a great and easy tool for spec, bump, normal maps is Crazybump, you can get a free trial or the full version for pretty cheap, well worth it if you ask me.
Crazybump is nice but pretty expensive. The newer 'nDo 2' is much better (you get much more control) and way cheaper. The only thing is you need Photoshop to run it, but I don't think anybody interested in making nice textures wouldn't have Photoshop already :)
 
Crazybump is nice but pretty expensive. The newer 'nDo 2' is much better (you get much more control) and way cheaper. The only thing is you need Photoshop to run it, but I don't think anybody interested in making nice textures wouldn't have Photoshop already :)

Well the student version is cheap which I was looking at, the others not so much.
 
And where is motion blur otion in udk :( i can see post process but no motion blur

You have to toggle it on in the post process chain. Though I'd say if you go with motion blur, make it very subtle, otherwise it will look really cheap...
 
And where is motion blur otion in udk :( i can see post process but no motion blur
If you google for UDK motion blur, there should be a udkc.info link or something like that. I cannot get the site to come up for me at the moment, but it might help you out.

Other than that, I think (camera?) motion blur settings are part of one or more of the post process effect blocks you can add. Try looking at different blocks and see which ones have motion blur settings. *edit* Mik beat me to it. >:(
 
i need help with normal maps mik :(

what should my settings be on the material in 3ds max so it imports properly and looks right in UDK? I keep doing quick renders n max and it looks super funny. I wanna make sure it looks right when it is in UDK.

videos I found on youtube sorta suck for this.
 
So I set it back to default and just reimplemented it. Most of my problems seem to be gone now.

Why is it it gets super light when I zoom in and render though? Like when I'm far away it looks fine in the render? I just want to be able to see how it looks w/o that weird default lighting going all over it when I'm close to it.

ploMO.jpg


It shouldn't look this light.
 
ohh, I think I know what is happening. Really simple fix for that you could find on your own. Google the error you're getting. Should only take a minute but the thing needs to bake the lights for the scene in order to show it how it would look real time in game. Bliz or mik may know off the top of their heads.

http://forums.epicgames.com/threads/813050-StaticMesh-has-Invalid-LightMap-CoordinateIndex thread on your issue.
http://cg.tutsplus.com/tutorials/game-dev/quick-tip-an-introduction-to-light-mapping-in-udk/

Nice to see you're making progress. I'm taking my sweet time :\
 
Finally this
some on can please help me in this matter :(
Assuming you did a clean lighting rebuild already, did you use the second lightmap channel for UVs or whatever? I am not very familiar with it especially since I have not messed with the UDK lately, but I am guessing maybe the UV coordinates are not being linked properly, thus those warnings. Searching the internet or forums for those particular warnings (in case you did not do so already) might also find some clues.

Good luck!
 
ohh, I think I know what is happening. Really simple fix for that you could find on your own. Google the error you're getting. Should only take a minute but the thing needs to bake the lights for the scene in order to show it how it would look real time in game. Bliz or mik may know off the top of their heads.

http://forums.epicgames.com/threads/813050-StaticMesh-has-Invalid-LightMap-CoordinateIndex thread on your issue.
http://cg.tutsplus.com/tutorials/game-dev/quick-tip-an-introduction-to-light-mapping-in-udk/

Nice to see you're making progress. I'm taking my sweet time :\

I really need help in a layman's terms as i am not familiar with 3d programs and texturing this is my first time doing some work!
They are saying some thing about UV which i am not able to understand!
And do take your time i did too. my gaming backlog held me but now i am starting to make a semester project thats why i forced my self but i am enjoying it a lot now
 
I really need help in a layman's terms as i am not familiar with 3d programs and texturing this is my first time doing some work!
They are saying some thing about UV which i am not able to understand!
And do take your time i did too. my gaming backlog held me but now i am starting to make a semester project thats why i forced my self but i am enjoying it a lot now
First off, what tool or tools are you using to create the models and textures? Mik knows about the pro tools, but I have only used free tools like Blender and the GIMP.
 
First off, what tool or tools are you using to create the models and textures? Mik knows about the pro tools, but I have only used free tools like Blender and the GIMP.

using max student version for modeling and unwrap uvw for texturing
 
I just tried to export into UDK and failed horribly. Material I set up for the texture looks fucked and the mesh wouldn't show when I dragged it into my blank scene. Honestly have no clue where to start fixing my errors but I'll take a look at it in a bit. feel annoyed atm :\
 
I just tried to export into UDK and failed horribly. Material I set up for the texture looks fucked and the mesh wouldn't show when I dragged it into my blank scene. Honestly have no clue where to start fixing my errors but I'll take a look at it in a bit. feel annoyed atm :\
Try looking at the wire frame in the UDK static mesh editor, and checking various menu options to see if you have problems like holes or back faces in your mesh. You may want/need to manually import the textures as materials and then link those in the mesh properties for each channel. That might be where you link the texture in channel 1 and the UV map in channel 2. I'd have to look at a tutorial or something. :\
 
Yeah i did all that. My mesh also doesn't have collision. My texture is a PNG file, same with Normal. They just look funny when I import them. Like the colors are all weird. Also when it was set up as a material it didin't line up with my mesh. I followed the 3d motive tutorial.
 
Yeah i did all that. My mesh also doesn't have collision. My texture is a PNG file, same with Normal. They just look funny when I import them. Like the colors are all weird. Also when it was set up as a material it didin't line up with my mesh. I followed the 3d motive tutorial.
It's really hard to figure it out without being able to see stuff or poke at the settings. Did you mess with the menu options and the UV channel at all? There should be something that says channel 0/1 or 1/2 in the static mesh properties.

Also, try importing your texture as a TGA. Post a screenshot of the texture, and then the material/texture that gets created after you import it if you want.
 
My version of photoshop CS5 wont save the image as a TARGA, wtf?

EDIT: nvm, PS wasn't in 8-bit mode.

I think that is why my images looked crazy in UDK. They weren't saved as proper formats.

I was saving them as 16 bit PNGs

EDIT: Yup, The textures are rendering normal now in 3ds max so I'm guessing it was because I was saving them as 16 bit PNg files :S
 
so here are the walls with proper image format rendered in 3ds max with a skylight. No textured floor. I made the image smaller but you can see the normal map now and it looks good.

Other image is me just playing around. Hopefully I can make it look something like that through post production in UDK.

1AsnE.png
 
I really need help in a layman's terms as i am not familiar with 3d programs and texturing this is my first time doing some work!
They are saying some thing about UV which i am not able to understand!
And do take your time i did too. my gaming backlog held me but now i am starting to make a semester project thats why i forced my self but i am enjoying it a lot now

Light maps - In 3DS Max, first save your diffuse unwrap map, collaspe it then make sure you add a UVMAP (needs this modifier or Max crashes later on) and a unwrap modifier for the mesh, both assigned to Map Channel 2. Open the unwrap editor, reset the UVWs and load up your diffuse UV file so it replaces the reset channel 2 UVs. Your UVs should fit into the 0-1 space with no overlapping and make sure there's no stretching. Afterwards, collaspe it and this will allow second UVs for light maps. If you want to check, just add the unwrap modifier again and switch between the channels, checking the editor to see if it works. Export it, check the static mesh in UDK's content browser and it'll say it has 2 UV channels. Now it should be fine when you build the lights.

If you don't want to do light mapping, you can try using the alternative method by doing:

Select your static mesh > StaticMeshActor (F4) > StaticMeshComponent

In StaticMeshComponent tick the Override Light Map Res and change the Overridden Light Map Res value to 0.

It should fix your black mesh issues but when you build your lights, it'll be using vertex lighting instead of light mapping. Hope this helps.
 
So i have downloaded this map pack from dark karts 3d and done every thing but how do i spawn with these weapons instead for rail gun also how can i place these weapons around the map
 
Light maps - In 3DS Max, first save your diffuse unwrap map, collaspe it then make sure you add a UVMAP (needs this modifier or Max crashes later on) and a unwrap modifier for the mesh, both assigned to Map Channel 2. Open the unwrap editor, reset the UVWs and load up your diffuse UV file so it replaces the reset channel 2 UVs. Your UVs should fit into the 0-1 space with no overlapping and make sure there's no stretching. Afterwards, collaspe it and this will allow second UVs for light maps. If you want to check, just add the unwrap modifier again and switch between the channels, checking the editor to see if it works. Export it, check the static mesh in UDK's content browser and it'll say it has 2 UV channels. Now it should be fine when you build the lights.

If you don't want to do light mapping, you can try using the alternative method by doing:

Select your static mesh > StaticMeshActor (F4) > StaticMeshComponent

In StaticMeshComponent tick the Override Light Map Res and change the Overridden Light Map Res value to 0.


It should fix your black mesh issues but when you build your lights, it'll be using vertex lighting instead of light mapping. Hope this helps.
Thank you very much i used the bolded part and it worked
 
So i have downloaded this map pack from dark karts 3d and done every thing but how do i spawn with these weapons instead for rail gun also how can i place these weapons around the map
I don't remember exactly, but you may be able to change your starting inventory (or at least the current weapon) by digging through the UDK menus for world properties, or game properties, or something like that. More than that, you might have to get into some UnrealScript or Kismet. Kismet is probably simplest to do something like "when the player spawns, give them XYZ weapon".

For weapon spawns, I'm not sure, but try finding the actors tab/window and digging through the trees of actors. It should have things like various kinds of lights, point lights, etc. This is NOT the same tab as the content browser. It should look more like a Windows file browser. You might be able to find some stuff starting with UT, and/or maybe some weapon spawners.
 
I finally got one of my walls in. I'm going to have to do the light map work though. I didn't do it just to see what would happen and I have the same error. Also there is no collision on my mesh which I need to look up how to do also.

It also looks sorta small compared to my character. Maybe he is like 9 feet tall but I'm as tall as the one wall when I press play and walk around.
 
I finally got one of my walls in. I'm going to have to do the light map work though. I didn't do it just to see what would happen and I have the same error. Also there is no collision on my mesh which I need to look up how to do also.

It also looks sorta small compared to my character. Maybe he is like 9 feet tall but I'm as tall as the one wall when I press play and walk around.
Finding the right scale can take some experimentation. I feel like there are supposed to be some standard heights but I guess it depends on your character and maybe FOV.

For collision, as long as it is a simple mesh just use the options in the static mesh properties in UDK to generate box collision so you can try running into it.
 
Light maps - In 3DS Max, first save your diffuse unwrap map, collaspe it then make sure you add a UVMAP (needs this modifier or Max crashes later on) and a unwrap modifier for the mesh, both assigned to Map Channel 2.
Say what? This has never happened to me.
 
Finding the right scale can take some experimentation. I feel like there are supposed to be some standard heights but I guess it depends on your character and maybe FOV.

For collision, as long as it is a simple mesh just use the options in the static mesh properties in UDK to generate box collision so you can try running into it.

I did follow a scale according to what I read. 16 generic units = 1 foot. I think I'll look how to mess with the field of view and character height later.

I guess I'll just focus on modeling/texturing and getting the rest of the assets into UDK.

You don't need collision in order to set up lighting UDK correct?
 
I did follow a scale according to what I read. 16 generic units = 1 foot. I think I'll look how to mess with the field of view and character height later.

I guess I'll just focus on modeling/texturing and getting the rest of the assets into UDK.

You don't need collision in order to set up lighting UDK correct?
That should be correct. But really, I think it's just 2-3 clicks to autogenerate a bounding box for a mesh that you imported.
 
If that is the case I will do that. I saw some guy setting up boxes as collision in 3ds max on different layers and it seemed like so much work.
 
If that is the case I will do that. I saw some guy setting up boxes as collision in 3ds max on different layers and it seemed like so much work.

You will only want collision on areas that the player can reach, otherwise it's just a waste of time and resources. If your object is fairly simple and doesn't have concave areas where the player can walk, just go with the UDK's collision box generator. If your mesh is complex and you want a detailed collision box, then do it inside 3DSMax and export your mesh with the collision box.
 
Hey, this is kind of cool. Mik, do you remember the guy who made the UDK animated skybox tutorial that I linked way back in the thread (http://www.neogaf.com/forum/showpost.php?p=28822783&postcount=154)? I think he goes by 3D Brushwork on Facebook.

The picture I posted was this:
sky1t7tt.jpg


I just saw that apparently he worked/now works at BioWare on Mass Effect 3. =) Here are some pictures that should work even without a Facebook account:
https://www.facebook.com/media/set/?set=a.370097079687524.90052.212695545427679&type=1
 
Subscribed. I've been doing quite a bit of level design in Valve's Hammer recently although I've heard the UDK level designer is a lot more accessible

Do I need a game to walk around levels?
 
Subscribed. I've been doing quite a bit of level design in Valve's Hammer recently although I've heard the UDK level designer is a lot more accessible

Do I need a game to walk around levels?
No, you should be able to launch the UDK, pick one of the day/night presets, and have a small lighted area already set up to start dropping assets into. Note that lighting builds may take a while, however.
 
Hey, this is kind of cool. Mik, do you remember the guy who made the UDK animated skybox tutorial that I linked way back in the thread (http://www.neogaf.com/forum/showpost.php?p=28822783&postcount=154)? I think he goes by 3D Brushwork on Facebook.

The picture I posted was this:
sky1t7tt.jpg


I just saw that apparently he worked/now works at BioWare on Mass Effect 3. =) Here are some pictures that should work even without a Facebook account:
https://www.facebook.com/media/set/?set=a.370097079687524.90052.212695545427679&type=1

Yeah. got in contact with him back then. He made a bunch of other tutorials related to skies and stuff. Pretty neat :)
 
Here are the walls in UDK.
LjYwT.jpg

look great just reduce the brightness of the scene to match your Photoshop render..

And can some one point me to AI tutorials...kismet one..have seen many but the AI only moves in a particular path and shoot you dont follow you i want a AI which follows you when they see you and then return to normal petrol if they dont see me
 
Ok, here we are. I need to make the character a bit smaller too. The default guy is too big but if you choose UT game mode he adjusts to a nice size for the room. I still need to texture my other assets and import them. Also I wanna add some blood splatter decals on the floors and walls.
bIiaM.jpg
 
So now i have baked my map.it bakes successfully and the executable also installs correctly but then this issue comes when i try to open my baked map ?
Problem signature:
Problem Event Name: APPCRASH
Application Name: UDK.exe
Application Version: 1.0.9375.0
Application Timestamp: 4f22ddde
Fault Module Name: KERNELBASE.dll
Fault Module Version: 6.1.7600.16850
Fault Module Timestamp: 4e211485
Exception Code: 00000001
Exception Offset: 0000b9bc
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 1033
Additional Information 1: 9996
Additional Information 2: 9996cf817c7dd4b0c646781b6936cf21
Additional Information 3: 4bc2
Additional Information 4: 4bc22944084f5b6fea5323df4beadd4d

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Haven't been all that productive on this for the last six days. Feel over my head working sometimes and it kills my work flow :\
 
Haven't been all that productive on this for the last six days. Feel over my head working sometimes and it kills my work flow :\

just do it on weekends.dont force yourself if you are not enjoying it.i am doing the same but too much problems and not enough answers
 
Hows unreal and sketchup?

huh?

just do it on weekends.dont force yourself if you are not enjoying it.i am doing the same but too much problems and not enough answers
Yea, that is the way I see it. Hoping to work a lot on maybe a scene or two over the summer plus get a drawing tablet. hoping to improve a lot over the summer and get an idea of where to improve.
 
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