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Couple of UT3 related questions

  • PaulH
  • December 1, 2007 at 7:48 PM
  • PaulH
    • December 1, 2007 at 7:48 PM
    • #1

    Not sure if many people here are dabbling in UT3 at the mo but i thought i'd post a couple of problems i've ran into so far anyway to see if anyone can shed any light on them.

    One is that a lot of the default skyboxes come with large visible seams and a lot of mess going on at the top of them (see screenshot)...how do Epic actually use them in game, are the bad bits covered up somehow?

    http://img139.imageshack.us/img139/6946/skyjh0.jpg

    Also i was messing with terrain and adding static mesh factories to it, and the alpha of the grass seems to be a bit messed up in places and i can see water through it (see second pic. Why is this?

    http://img511.imageshack.us/img511/8995/groundkh6.jpg

    Thanks for any help guys

  • -HP-
    • December 1, 2007 at 8:19 PM
    • #2

    Good points there, i wish I could help you but I'll postpone my UE3 learning for when I finish what I'm doing for Crysis.

    Anyways, maybe you could find the answer to those questions somewhere on the official video tutorials that comes with the collectors edition?

    If you don't have them, I could upload it to stage6 but I don't know if it's legal or not...

  • PaulH
    • December 1, 2007 at 9:01 PM
    • #3

    I have them thanks, i'm pretty sure they don't cover skyboxes or bugs such as the one above though :\

  • Algor
    • December 1, 2007 at 9:20 PM
    • #4

    Edit: First problem seems to just be an issue with that particular sky material. I used the Sky_01 dome mesh and applied a few different materials to it, and most of them looked fine. The material that is default on the Sky_02 dome doesn't like to tile.

    Second one looks like it is a draworder problem. I remember this from UE2 where it was a setting in the DecoLayer properties, but I've never dealt with DecoLayers in UE3.

  • PaulH
    • December 2, 2007 at 12:07 AM
    • #5

    Ok thanks i'll look into the skybox thing, couldn't find anything relating to draworder in the terrain/decolayer properties though

  • clayman
    • December 2, 2007 at 1:41 AM
    • #6

    thats why i think the skybox should be an box and not sphere

    they could atleast have rotated the damn thing with 90 degrees to hide that streching..

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