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APEX Lab 1.1 incompatible with UDK? (And other feedback)
  • Whenever I export an asset from APEX 1.1, and then import it into UDK December, it says import failed, it did that too with the November ver. I just thought I'd wait and see if it needed another update.

    Anyway, that's one thing, another is that the new collision generator, while alright for tacling tasks that the previous one couldn't, it needs an option to do different qualities at different levels (So far I cannot get this working, if it's supposed to be passable)since 6-DOP is plenty for level 3+ in most cases I've encountered.

    It would be fantastic to get the ability to import a completely custom collision model, gladly with the same workflow as FBX for UDK (Naming all collision prims UCX_xxx_##)

    It's also kinda hard to figure out how to make assets heavier, I've tried Mass Scale and Mass Scale Exponent with all kinds of extreme and non-extreme values but nothing happens, they (By default) act kinda like package foam (Bit extreme defenition but yea, too light) so I "Fixed" that by upping the gravity inside UDK, and now my player can no longer jump, luckily that is not necessary unless stuck under a wall.

    Having the ability to use 3 fracture maps (One for each dimension) would really be killer, allowing almost 100% control over destruction!

    A couple of bugs I've encountered so far (Not in the lab but with the assets themselves whilst in UDK):
    1: When playing with my map, I am unable to use the default weapon in UDK (Not sure of the name, shoots a green beam and green lasar bullets) because it will 50% of the time instead of taking a chunk out of an asset, blow up an entire builing (The size of a shopping center) or in other words, break all levels of all assets. This does not happen with the rocket launcher, not sure why this is, if it's a bug or if I've made my assets badly optimized for everything else but the rocket launcher, or if a map with about 100 assets in one big construction is simply just far too big a scale for what's been tested before. setting damage spread to 0.0 on all assets fixed it.

    2: When hitting an asset on a spot with collision, but no mesh (A whole for a window for example) the entire object will displace, without breaking, and then sometimes reattach in an awkward position and other times (Most likely if more force is applied) it will fall off and land on the ground (This is very weird for modular buildings, when a perfect cutout chunk falls off.

    EDIT: 3: When clicking "Play this level on PC" (The button that gives you a real executable with intro and stuff) all APEX assets get material null.

    And a couple of questions:
    I've heard there's an APEX tool for fooliage coming out, is that true? And if so, when?Just found SpeedTree inside UDK, this is great, but it's not the APEX integrated version (5.1) anywhere I can grab an APEX version (5.1, 5.2 or 6.0) for doing for my 'for fun' project, without throwing down the one grand for a licence?
    Any date/estimate on the next feature release?

    That's all for now, hope to get a few answers if the bugs I've found can be averted, and if the import thing can be fixed, thanks!

    And thank you PhysX/APEX team for your awesome work!
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  • PhysXLab 1.1 requires APEX 1.1 and that's currently not in UDK (but it will be in the Feb 2012 release). For UDK December you would need to use PhysXLab 1.0. We will be uploading a new PhysXLab 1.1 version next week.