Unreal Development Kit Layers Not Showing Up - unreal-development-kit

While using the UDK im trying to paint the height map with different texture, so ier setup the layers and texture samples but when i try and add them so i can paint them i get the blue and white boxes. Any help?
Screenshot of materials in the layers
http://i.imgur.com/0SZpw.jpg
Screen shot of the layers panel
http://i.imgur.com/7Pb7s.jpg

I figured out my problem it appears i didn't set my Landscape Material in the Landscape Properties tab
http://www.xavierck.com/landscapetut/tut_008.png

Related

Overlay widgets, designing a chess board in Qt

My idea is that I want to create a background label with an image of my board, and overlay a grid from labels on top of it, where I will use the code to upload images of my shapes. But I don't understand how I can overlay multiple widgets on top of each other in Layout.
Are there any ways to overlay widgets on top of each other in Layout, or do i need to approach the design of a chessboard in a fundamentally different way?

How can I get rid of banding in JavaFX gradients?

I'm using the GraphicsContext of a JavaFX Canvas to draw gradients (linear as well as radial), some times using the alpha channel to layer gradients on top of each other. But since the color resolution is so low (8 bits per channel), I have very obvious and annoying banding artifacts on each and every one of the gradients, for instance as shown in the image below.
I would like to increase the color resolution so that the banding disappears. If that is not possible, I would be eager to know if there are different Java-compatible APIs/frameworks for creating 2D drawings - I don't need UI stuff, I just want to draw, display, and save images.
Thanks in advance for any useful advice!

Google App Maker - Clickable Image Map

I am attempting to create an apartment complex app for my company.
I want to add an image of the overall floorplan for the apartment complex (I added the image to my app).
Now I'd like to add one of the following:
• custom shaped buttons that line up with each Unit in the complex
or
• Setup a clickable image map on the layout image
I humbly thank you in advance for helping me figure this out!
You can try to split your big image into several small images and made different images clickable.
Or you can put big image on fixed layout, and put buttons on fixed positions something like this
blue circles with icons are buttons.

Why is custom image for tab bar item so poor?

"Pika" and "Pikachu" is custom images. How come they are so poor comparing to the "Downloads" tab bar item icon which is from the system? The images is png and a resolution about 25x25px. I have tried differents resolution but all give this poor view. Hope you guys can help - Thank you.
If you follow the Icon and Image Sizes Guidelines for the device you are building for the result should work as expected. In this case you would likely want to use 50x50 (#2x) image sizes if you are creating a UITabBar for the iPhone 5:
Using this the appropriate sized icons should yeild nice sharp icons when the project is built:

Drawing shapes in Flex / Actionscript

I want to develop an image editing application in Flex 4. My initial requirement is to draw various shapes like Line, Rectablge, Triangle, Circle, Star etc in appication. I want to facilitate user to draw shapes using rubber banding like professional applications do.
All shapes would be vector and should look smooth in an size. So, can't use bitmap and scale them.
What are better methods to achieve this?
if you don't want to start from scratch with the basic shapes, there is this framework called degrafa: http://www.degrafa.org/
they have plenty of parametric shapes & curves and advanced features to organize them together.
Make shape editor with some control points. Control points are draggable sprites (circles or squares as you like). When control point is moved, editor must be updated - it may be resize or move action. On resize, draw your vector shape according to new size. The easiest way to make sprite draggable is startDrag() function - you can also set limits there (to stay in editor area or to disable negative sizes).
I have done such editors based on Sprites, added into Flex application with rawChildren.addChild, but you can try to use Canvases instead of Sprites if you wish.

Resources