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Re: Dynamic movable shadows.

Posted: Sat Jan 23, 2010 7:49 pm
by UT99.org
medor wrote:404 :wtf: :lol2:

Re: Dynamic movable shadows.

Posted: Sat Jan 23, 2010 9:29 pm
by Daewon

Re: Dynamic movable shadows.

Posted: Sat Jan 23, 2010 11:04 pm
by UT99.org
medor wrote::tu: in place :gj:

Re: Dynamic movable shadows.

Posted: Sun Jan 24, 2010 10:15 am
by Creavion
One small problem from which I think its not really fixable. It seems not to be possible to add the "water" meshes seamless side by side. Even in your testmap there are small edges which look like "BSP holes". I tried it also with this Snap bool in the properties.

Re: Dynamic movable shadows.

Posted: Sun Jan 24, 2010 3:15 pm
by Daewon
yes, you can't fix the gap (gaps between the mesh resulting from the import into the editor)
and as for the disappearance of mesh, it's engine 1 bug.. (try to make a smaller size .. It sucks, I know :( )
Image

Re: Dynamic movable shadows.

Posted: Sun Jan 24, 2010 3:32 pm
by rohitggarg
I have heard of a texture property called 'No Smooth'.. Dunno how much it would help here but it sure does help in similar situations like skybox and stuff.

Re: Dynamic movable shadows.

Posted: Sun Jan 24, 2010 3:41 pm
by Daewon
rohitggarg wrote:I have heard of a texture property called 'No Smooth'.. Dunno how much it would help here but it sure does help in similar situations like skybox and stuff.
not that what you mean, just off pixel blur on texture...
Here is inequality, when convert model to Unreal 3d format.

Re: Dynamic movable shadows.

Posted: Sun Jan 24, 2010 4:18 pm
by Creavion
rohitggarg wrote:I have heard of a texture property called 'No Smooth'.. Dunno how much it would help here but it sure does help in similar situations like skybox and stuff.
I doubt it can be used for meshes and btw, No smooth fixes this "black edges" bug on textures (mostly seen on skyboxes).
HERE we have real gaps (between the fluid meshes). Of course NoSmooth COULD NOT help in any way.

Re: Dynamic movable shadows.

Posted: Thu Jan 28, 2010 9:46 pm
by Myth
The first vid simply blows my mind away and inspires me to create amazing stuff in unrealed.

You can snap any actor to the grid.
You just have to make sure that the mesh has proper size.
ActorProperties>Advanced>bEdShouldSnap
and you can use also
ActorProperties>Movement>Location
it might help, just keep trying until you get them all properly aligned. You can even use a calculator and manually enter all the coordinates (HARD WORK)

Re: Dynamic movable shadows.

Posted: Sat Jul 16, 2011 10:57 am
by Shadow
The best way to use this feature (dispatcher linked lights) would be for a realistic day/night change, but on my opinion it's too sophisticated placing all the lights and linking them with the triggers/dispatchers

Re: Dynamic movable shadows.

Posted: Sat Jul 16, 2011 5:42 pm
by EvilGrins
1) That is amazing!

2) Am I the only one that was thinking "ghosts"? :shock:

Re: Dynamic movable shadows.

Posted: Sat Jul 16, 2011 10:36 pm
by Shadow
ghosts? why do you think of ghosts?

Re: Dynamic movable shadows.

Posted: Sun Jul 17, 2011 2:36 am
by EvilGrins
I'm a BIG horror fan. One thing ghost love to do, though more often in Japanese horror, is manipulate shadows around a room to terrify people.