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UDK Thread: Unreal Development Kit

Yeah, I unwrapped it and reapplied the texture but the material itself doesn't apply when I'm working in the UDK (under LOD info) so I'm obviously doing something wrong here. Oh and sometimes the static mesh won't show up in my 3d viewport unless I press G, but it's usually visible in the 2d viewports. Weird.
I forget what it's called, but there's another 3D format that you can import in the UDK. You might try that.

Have you followed along with some internet tutorial that uses textures? It'd probably be good to find a really basic tutorial, video or otherwise, to import a textured cube. You can import from Blender, or you might be using professional software, or whatever, and there should be tutorials to match that walk through the steps. I don't really remember whether I got automatic textures in UDK or whether I had to manually click the materials in the mesh and assign the textures.

*edit* Actually, it'd kind of key to know exactly what program and version you are exporting the ASE from. We might be able to give you something more detailed that way.
 
Yeah, I unwrapped it and reapplied the texture but the material itself doesn't apply when I'm working in the UDK (under LOD info) so I'm obviously doing something wrong here. Oh and sometimes the static mesh won't show up in my 3d viewport unless I press G, but it's usually visible in the 2d viewports. Weird.

Have you saved the package? Textures might not be showing up in-game if you don't save the package beforehand.

As for the static mesh not showing up, you're probably just pressing W, that key toggles staticmeshes on/off.
 
Yeah, I unwrapped it and reapplied the texture but the material itself doesn't apply when I'm working in the UDK (under LOD info) so I'm obviously doing something wrong here. Oh and sometimes the static mesh won't show up in my 3d viewport unless I press G, but it's usually visible in the 2d viewports. Weird.

Have you tried exporting the meshes as FBX instead? In the FBX options, go to embed media and tick that. Works for me when I want instant material setups in UDK... Also for the 3D viewport issue, try pressing ALT+W to enable static mesh viewing.
 
.ase is fine to work with in UDK. wouldn't make a difference. I export as .ase in max and can apply materials. there are certain options you should have checked when exporting as .ase

2MXn8.png


If they aren't showing up you're probably just forgetting a basic step.

- Make sure you set your material up properly in kismet with all the samples going to the proper nodes.

- save your material with the green check and make sure to save your package with all your assets.

- make sure everything in unwrapped.

if you've done everything here there is no reason it shouldn't apply to your static mesh.
 
I forget what it's called, but there's another 3D format that you can import in the UDK. You might try that.

Have you followed along with some internet tutorial that uses textures? It'd probably be good to find a really basic tutorial, video or otherwise, to import a textured cube. You can import from Blender, or you might be using professional software, or whatever, and there should be tutorials to match that walk through the steps. I don't really remember whether I got automatic textures in UDK or whether I had to manually click the materials in the mesh and assign the textures.

*edit* Actually, it'd kind of key to know exactly what program and version you are exporting the ASE from. We might be able to give you something more detailed that way.

Yeah, I've followed on a few guides mostly from YouTube, some are quite outdated. I'm currently using 3ds Max 2012 Student Edition. I've got a little experience with Max, mostly from Halo mapping, but UDK is a new beast to me.

Have you saved the package? Textures might not be showing up in-game if you don't save the package beforehand.

As for the static mesh not showing up, you're probably just pressing W, that key toggles staticmeshes on/off.

I'm fairly sure I've saved it... it saves automatically when I import it, right? The mesh and texture are in the same package in the Content Browser when I import. Unless I'm doing something wrong.

And yeah, pressing W fixed my mesh not showing up lol.

[EDIT: I right clicked on my package in the content browser and saved it, but still no texture... think I'm definitely missing something here]
 
Oh and btw, I would strongly recommend working just with FBX, not ASE. In fact, I believe ASE is not supported anymore in the latest builds, whereas FBX is.
 
Oh and btw, I would strongly recommend working just with FBX, not ASE. In fact, I believe ASE is not supported anymore in the latest builds, whereas FBX is.

Haha, just exported to FBX and it worked!

I think my main problem was not having any material assigned to my polys in 3ds Max (doh! how on earth I missed that is beyond me) so I just unwrapped the model again and it worked perfectly.

Thanks guys, let the learning begin!
 
Glad it worked! :)

Also, so weird that this month Epic hasn't released the new beta of UDK yet...

Guess they're too busy with UE4 :/
 
Glad it worked! :)

Also, so weird that this month Epic hasn't released the new beta of UDK yet...

Guess they're too busy with UE4 :/
April 2012 is the first month ever that hasn't had a version of UDK, as far as I'm aware. The May 2012 version is out now: http://udk.com/news-beta-may2012

There's support for stereoscopic 3D stuff and some downloadable ("Exodus"?) demo for it.

There's a new showcase on the website called Antichamber. There's some sort of new environmental light option where you can have two different colors from different directions -- I'm not too clear on how that works, but it sounds like it might be useful for providing sunlight/time of day effects.
 
April 2012 is the first month ever that hasn't had a version of UDK, as far as I'm aware. The May 2012 version is out now: http://udk.com/news-beta-may2012

There's support for stereoscopic 3D stuff and some downloadable ("Exodus"?) demo for it.

There's a new showcase on the website called Antichamber. There's some sort of new environmental light option where you can have two different colors from different directions -- I'm not too clear on how that works, but it sounds like it might be useful for providing sunlight/time of day effects.
The lighting part sounds very interesting. UDK doesn't support a day/night cycle by default right? Would probably fit our game really well.
 
The lighting part sounds very interesting. UDK doesn't support a day/night cycle by default right? Would probably fit our game really well.
You could do a day night cycle before. There were some examples, including a big built in one. I think performance wasn't great. If I understand correctly, all the new feature is for is somewhat different coloring, so morning might have "warmer" colors...but I'm really pretty ignorant about it. :(
 
Epic is really starting to talk about UE4. Wonder what it means for UDK.

I'm mostly just making props and items now so I haven't really had the chance to mess with UDK but I think I'm going to use the engine to render a sword I'm currently making in zbrush :)
 
Epic is really starting to talk about UE4. Wonder what it means for UDK.

I'm mostly just making props and items now so I haven't really had the chance to mess with UDK but I think I'm going to use the engine to render a sword I'm currently making in zbrush :)
If PS460 magic boxes come out late 2013, someone was predicting maybe early 2014 for a new UDK version, but who knows.
 
Well that was an extraordinary letdown...

I've been messing around with VMWare Fusion on my iMac trying to get UDK running on a Windows VM. I first tried to install it in the Windows XP Pro VM I set up for the PlayStation Suite (which does run/work) to no avail; it just crashes when I try to run either UDK Game or UDK Editor. Plan B was to create a VM with Windows 7 Ultimate, which though it did work, the UDK Game and Editor run for shit. With default settings in the ini file, I get maybe 5-10 fps with a lot of hiccups.

Now I'm thinking I may just need to bite the bullet and look for an inexpensive but capable Windows computer, preferably a laptop. My work rig -- a Lenovo T420 -- runs the UDK like a champ, but it's not *my* computer to do personal/hobby stuff on. Best Buy seems to have a slew of relatively cheap options. Here's hoping I can find something that'll be up to the task.
 
Well that was an extraordinary letdown...

I've been messing around with VMWare Fusion on my iMac trying to get UDK running on a Windows VM. I first tried to install it in the Windows XP Pro VM I set up for the PlayStation Suite (which does run/work) to no avail; it just crashes when I try to run either UDK Game or UDK Editor. Plan B was to create a VM with Windows 7 Ultimate, which though it did work, the UDK Game and Editor run for shit. With default settings in the ini file, I get maybe 5-10 fps with a lot of hiccups.

Now I'm thinking I may just need to bite the bullet and look for an inexpensive but capable Windows computer, preferably a laptop. My work rig -- a Lenovo T420 -- runs the UDK like a champ, but it's not *my* computer to do personal/hobby stuff on. Best Buy seems to have a slew of relatively cheap options. Here's hoping I can find something that'll be up to the task.
You might ask around in one of the PC (laptop?) threads...there should be some people who can advise you about a better one than generic Best Buy stuff. :)
 
Well that was an extraordinary letdown...

I've been messing around with VMWare Fusion on my iMac trying to get UDK running on a Windows VM. I first tried to install it in the Windows XP Pro VM I set up for the PlayStation Suite (which does run/work) to no avail; it just crashes when I try to run either UDK Game or UDK Editor. Plan B was to create a VM with Windows 7 Ultimate, which though it did work, the UDK Game and Editor run for shit. With default settings in the ini file, I get maybe 5-10 fps with a lot of hiccups.

Now I'm thinking I may just need to bite the bullet and look for an inexpensive but capable Windows computer, preferably a laptop. My work rig -- a Lenovo T420 -- runs the UDK like a champ, but it's not *my* computer to do personal/hobby stuff on. Best Buy seems to have a slew of relatively cheap options. Here's hoping I can find something that'll be up to the task.

I know somebody with a macbook and they have pretty much said the same thing.

UDK is pretty much unusable if it isn't running from a computer with Windows OS installed.
 
Has anyone from architecture-GAF used UDK or any other video game SDK's to visualize something for their school projects? Any videos? =)
I don't know of people from GAF who do architecture with it, but there is a whole section of the official UDK forums about architectural visualization, so you might find some good stuff there, as well as possibly in the released projects and works in progress forums.

http://forums.epicgames.com/forums/393-Architecture is the main Architecture forum.
 
Anyone well-versed in level streaming and lighting? We're having issues with lighting needing to be rebuilt almost every time we switch out a level for another (in the same spot). We're not entirely sure on how to build each level for this to go away. Our game is basically a 3x3 grid with the outer grid blocks having four potential levels they can be (making the world sort of random). At the moment we bake 8 maps plus the persistent level in the middle at the same time and do this for each of the four sets of levels, but when we switch from one level to another from a different set in real time, the lighting from the same dominant light gets screwed (for example, we get cut off shadows from trees and ugly edges between ground textures, and of course, the red error message on screen). The dominant light is in the persistent level. If we make all four levels visible in the same spot at the same time in the editor, shadows from one level affect all the others as well, giving ghost shadows, which looks funny, but isn't very helpful :)

I saw a video on making point lights their own streaming level just now, would that be helpful here? As far as I know, the problem stems from levels occupying the same virtual space and not being visible at the same time.
 
I guess I didn't really pay attention to the UE4 dev walkthrough video, but someone just pointed out to me that the title bar had (64-bit DX11) UDK in it. I find it hard to believe Epic might release a UDK a year or two before any games use UE4, but it would be awesome if they did.
 
Super impressive video/movie that was posted in the indie dev thread, apparently made using UDK (I'm assuming it's UDK rather than the pro engine version but I couldn't find it explicitly mentioned): http://www.youtube.com/watch?v=QtSbrIupviQ

There's a technical making-of video for people who are interested. Apparently procedural textures featured heavily in it.
 
Nice lighting link Blizzard! Do you happen to know anything about buying the 99 dollar license for UDK? What do I get for that price? From what I've gathered, the free UDK is the exact same version as when you buy the license but with the absence of the actual source code and having the license allows you to sell whatever you create. On the other hand, 99 dollars sound a little bit too good to be true :) Is Epic making such a killing on the 25% deal on sales that they can get away with selling their engine for basically nothing or am I missing some additional fees?
 
Nice lighting link Blizzard! Do you happen to know anything about buying the 99 dollar license for UDK? What do I get for that price? From what I've gathered, the free UDK is the exact same version as when you buy the license but with the absence of the actual source code and having the license allows you to sell whatever you create. On the other hand, 99 dollars sound a little bit too good to be true :) Is Epic making such a killing on the 25% deal on sales that they can get away with selling their engine for basically nothing or am I missing some additional fees?
That's it, as far as I know. You get the engine for free, and the license is just once you start selling commercially.
 
That's it, as far as I know. You get the engine for free, and the license is just once you start selling commercially.
Yeah, that's what I figured too. Kinda makes you wonder why there aren't even more UE3 games out there xD I'm thinking of buying it for myself just so I have access to everything. Considering what you pay for, it's crazy cheap.
 
Yeah, that's what I figured too. Kinda makes you wonder why there aren't even more UE3 games out there xD I'm thinking of buying it for myself just so I have access to everything. Considering what you pay for, it's crazy cheap.
Just to be clear, I don't think you get anything extra for paying the license fee, aside from the ability to sell games. If you want source code access, I think that's the million dollar (no idea what it actually costs) pro license kind of stuff.
 
Just to be clear, I don't think you get anything extra for paying the license fee, aside from the ability to sell games. If you want source code access, I think that's the million dollar (no idea what it actually costs) pro license kind of stuff.
Aah right, that explains a lot. There doesn't seem to be any pricing info on the full license on their site and the FAQs talk about having discussions with Epic about it, so I suppose getting the source code is completely off the radar then. 2500$ per developer seat per year isn't something to sneeze at either. Thanks for making things clearer :) I mainly intend to use UDK to showcase portfolio material probably.

Edit: This would also explain why my school haven't bought full licenses :lol
 
Just to be clear, I don't think you get anything extra for paying the license fee, aside from the ability to sell games. If you want source code access, I think that's the million dollar (no idea what it actually costs) pro license kind of stuff.

UDK is free.

When you decide to sell your game commercially you pay a $99 licensing fee.

The first $50k is earned royalty free, after which you must pay Epic 25% of money earned.


Licensing the full UE3 developer package gets you the source code, support from the engine development team, additional tools, access to reams of support literature from the developer network side of UDN, as well as any and all engine upgrades for the duration of your license (which expires 12 months after the date your title is released). Full licensees are also allowed to extend and amend the native code as per the requirements of your project.

The price is determined by whether you want a royalty-free or royalty-bearing license, and how many platforms you plan to release across. Royalty free is more expensive up front, but with the royalty-bearing license you pay a (small) percentage of revenue earned back to Epic.


It's great value either way, but for indie devs in particular there isn't much else that can compete with it's expansive feature set.
 
UDK is free.

When you decide to sell your game commercially you pay a $99 licensing fee.

The first $50k is earned royalty free, after which you must pay Epic 25% of money earned.

I also believe this includes things like revenue earned by advertisement, so not only earnings via direct sales etc.
edit: found the part @ http://www.udk.com/licensing
UDK related revenue includes, but is not limited to, monies earned from: sales, services, training, advertisements, sponsorships, endorsements, memberships, subscription fees, in-game transactions, rentals and pay-to-play.
 
I posted about this in the 7DFPS thread, but in case anyone here is interested, I messed with a project this week. I only really worked on it 3 days, and the current state looks like this:

proto11r68u2.jpg


proto10lembk.jpg


proto98w8o8.jpg


The weapon is a rocket launcher that can be toggled to drop little node blocks instead, which auto-link to the closest existing node. My end goal was to do Molydeux's suggestion of a tactical shooter that required you to be close to an electrical socket to use your gun or whatever. From there on out it could be made into a single player/puzzle game, or a multiplayer game.

I might still finish it into a playable state, but I need to get back to my 2D engine which I have been stalled on for months since I can't motivate myself to get the GUI system working.
 
I noticed today what should have been obvious, emissive surfaces apparently do not dynamically light their surroundings. So, I added point lights with each new node, and discovered that the performance hit for this was apparently huge, maybe 2% GPU usage for each new light. So, I guess I'll stick with the stylized non-dynamically-lighted style. :P (or maybe I should switch to CryEngine3 or wait for UE4 haha)
 
I noticed today what should have been obvious, emissive surfaces apparently do not dynamically light their surroundings. So, I added point lights with each new node, and discovered that the performance hit for this was apparently huge, maybe 2% GPU usage for each new light. So, I guess I'll stick with the stylized non-dynamically-lighted style. :P (or maybe I should switch to CryEngine3 or wait for UE4 haha)

I've done A LOT of work in Source/Hammer, but only dabbled in UDK. Does UDK track cpu/gpu usage for you or are you using a 3rd party app?
 
I've done A LOT of work in Source/Hammer, but only dabbled in UDK. Does UDK track cpu/gpu usage for you or are you using a 3rd party app?
I was just watching CCC's (ATI video cards) GPU usage meter behind the gameplay window as I kept spawning new dynamic lights.

I'm guessing there may be some options you can use to make them cheaper, since I'm not positive the lights I added had shadow-casting disabled, for instance. Ultimately it's probably better that I don't use lots of dynamic lights though.
 
I was just watching CCC's (ATI video cards) GPU usage meter behind the gameplay window as I kept spawning new dynamic lights.

I'm guessing there may be some options you can use to make them cheaper, since I'm not positive the lights I added had shadow-casting disabled, for instance. Ultimately it's probably better that I don't use lots of dynamic lights though.

Yeah, I remember when Source would shit itself if you used more than one dynamic light.
 
I know somebody with a macbook and they have pretty much said the same thing.

UDK is pretty much unusable if it isn't running from a computer with Windows OS installed.
Reviving the dead horse here, but I recently got a new MacBook Pro (2.3GHz Intel Quad-Core i7) that I'm thinking about configuring a Windows partition via Boot Camp on. I've tried to search around to find out about people's experiences with it, but the only stuff I've found are people saying it makes their MacBook toasty (run hot, fans blazing). On one hand, I'd love for UDK to work and run well. On the other hand, I don't want to toast my new laptop. :(
 
I know people that use macs to work on projects but they simple just use another computer when having to do stuff in UDK.

I've uninstalled UDK. I'm waiting for about a year (next may 2013) to actually go ahead and make an entire huge scene. May start sooner but IDK. Focusing on making textures/drawing and bettering my knowledge of max, zbrush, etc.

Making an entire complex scene in UDK (models, textures, materials, lighting, shaders, etc) is a lot of hard work and I don't feel ready yet. Until you discipline yourself to work on something really big for 2/3 months you can't really call yourself an environment artist.
 
Reviving the dead horse here, but I recently got a new MacBook Pro (2.3GHz Intel Quad-Core i7) that I'm thinking about configuring a Windows partition via Boot Camp on. I've tried to search around to find out about people's experiences with it, but the only stuff I've found are people saying it makes their MacBook toasty (run hot, fans blazing). On one hand, I'd love for UDK to work and run well. On the other hand, I don't want to toast my new laptop. :(

I can actually chime in a bit on this. I have a 2.53GHz Mid-2010 15-in MacBook Pro, Bootcamp into Windows 7 via partition and now run UDK on it daily for work. It does make the lappy quite a bit toasty, but I have a stand, Mac Keyboard and mouse that makes it a bit more usable.

I went in and Adjusted the Fan Control after I started typing up this post (between this and working) about 10 minutes ago and it's already a lot cooler.
 
I can actually chime in a bit on this. I have a 2.53GHz Mid-2010 15-in MacBook Pro, Bootcamp into Windows 7 via partition and now run UDK on it daily for work. It does make the lappy quite a bit toasty, but I have a stand, Mac Keyboard and mouse that makes it a bit more usable.

I went in and Adjusted the Fan Control after I started typing up this post (between this and working) about 10 minutes ago and it's already a lot cooler.
Thanks for the insight, DeejayKnight. Maybe I'll check into those settings as well and give it a whirl. How fast did you set the fan speed to?
 
Thanks for the insight, DeejayKnight. Maybe I'll check into those settings as well and give it a whirl. How fast did you set the fan speed to?

No problem! I actually didn't set the speed. The way I did it was just setting the fan control to "Active" which just turns them higher than normal at all times. Which works for me thus far.

I'll probably end up picking up a fan speed prog to properly set it soon, though.
 
Nice to see they finally started working on their normal map workflow.
If it works properly it's probably one of the most important updated for the engine in quite some time, it can be so frustrating to have non-synced workflow between the engine and the baker. Add lightmaps to that and the problem gets even worse.

On the other side when thread got bumped need some eye candy on this page, I finally managed to find a nice use of tessellation.

http://www.youtube.com/watch?v=wJen-3498jA&hd=1

http://www.youtube.com/watch?v=cUw33Cqt0e4&hd=1
 
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