medor wrote:404
Dynamic movable shadows.
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Re: Dynamic movable shadows.
I forgot end .zip http://daewon.ic.cz/DynamicWater_v1.0b_FREE.zipmedor wrote:404
alternative link: http://www.filefront.com/15411685/Dynam ... b_FREE.zip
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Re: Dynamic movable shadows.
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.
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Re: Dynamic movable shadows.
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 )
and as for the disappearance of mesh, it's engine 1 bug.. (try to make a smaller size .. It sucks, I know )
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Re: Dynamic movable shadows.
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.
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Re: Dynamic movable shadows.
not that what you mean, just off pixel blur on texture...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.
Here is inequality, when convert model to Unreal 3d format.
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Re: Dynamic movable shadows.
I doubt it can be used for meshes and btw, No smooth fixes this "black edges" bug on textures (mostly seen on skyboxes).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.
HERE we have real gaps (between the fluid meshes). Of course NoSmooth COULD NOT help in any way.
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Re: Dynamic movable shadows.
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)
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)
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Re: Dynamic movable shadows.
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
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Re: Dynamic movable shadows.
1) That is amazing!
2) Am I the only one that was thinking "ghosts"?
2) Am I the only one that was thinking "ghosts"?
· http://unreal-games.livejournal.com/
· https://unrealarchive.org/authors/evilgrins.html
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· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: Dynamic movable shadows.
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.
· http://unreal-games.livejournal.com/
· https://unrealarchive.org/authors/evilgrins.html
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· https://unrealarchive.org/authors/evilgrins.html
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Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins