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Old 09-01-2012, 06:59 PM   #1 (permalink)
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Struggling with modular enviorment pieces

Hello together,

I'am working on some Mirrors Edge styled modular enviorment pieces (because I absolutley love this game!) to come together in UDK. Its my first enviorment at all so I did expect various problems.

But now I have a problem I did'nt expect. I builded my pieces (especially the wall pieces) to be power of two. My walls are 512 in length and 128 in the height. Also in UDK they snap to the Grid but everytime I try to snap two wall pieces together, there is a little, ugly, black stripe you can see through. I tried all of the Tutorials I knew (the one from Thiago Klafke as well as this on this forum here) to find my failure, but I can't find it. Everything is like it should be.

It may be a noobish question, but I can't find the problem.

Here are some screenshots of the pieces and the problem out of the UDK. Hope somebody can help.




Last edited by CatInAHat; 10-01-2012 at 06:20 AM.
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Old 10-01-2012, 04:44 AM   #2 (permalink)
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The attachment system here doesn't work. You'll have to upload the images somewhere else and link them here.
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Old 10-01-2012, 06:21 AM   #3 (permalink)
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Quote:
The attachment system here doesn't work. You'll have to upload the images somewhere else and link them here.
Did it. Much thanks for the information! Hopefully the pictures work now.
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Old 10-01-2012, 07:53 AM   #4 (permalink)
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Its hard to tell from the attached images as cant enlarge due to attachments being broken, but are your modular pieces open geometry?

If they are this is due to light bleed caused by how UDK bakes the light maps.

The solutions are:
- seal your geo, or give them overlapping geo so they intersect each other slightly.
- make your modular pieces and lay them out in your 3d app then import all together as 1 sealed mesh
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Old 10-01-2012, 07:57 AM   #5 (permalink)
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Thank you mmcleo11!
Will try to close the geometry immediately and see how this works!
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Old 10-01-2012, 04:44 PM   #6 (permalink)
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Actually if that doesnt do the trick there is a couple more things to check:

- do you have a 2nd UV channel?
- if so are all the UV uniquely mapped? No overlaps?
- up the lightmap resolution, by default they are only 32x32 pixels but I wouldnt go much over 128
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Old 10-01-2012, 05:05 PM   #7 (permalink)
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Okay, will check that too although the first solution fixed it for me, thanks again. But the Tipp with the lightmap resolution is also very helpful. Wondered why they are so blurry and ugly looking.

Also I have to do some tut about the lightmass. Don't know much about that system yet.
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Old 10-01-2012, 06:59 PM   #8 (permalink)
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If you wanna know all there is to know about lightmass you should try this UDK Lighting & Post Processing - An Introduction and Application | Eat 3D costs money but totally worth every penny. It tells you a lot about lighting and post processes if you don't wanna pay anything I recommend the UDN its a great resource for everything you need to know about the UDK/Unreal engine UDN - Three - Lightmass
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