DataRun Project
#141
Posted 18 November 2008 - 09:52 PM
The style is abandoned / wrecked oriental city, with favella style structures. Exactly what that means, is up to you. If you don't want to concept, you could do some generic structural meshes we could use - the more modular our meshes, the better. Concepting first might be a good idea mind.
#142
Posted 24 November 2008 - 09:09 PM
thanks
#143
Posted 26 November 2008 - 06:04 PM
this is not floating , lol (jk)
#144
Posted 26 November 2008 - 06:33 PM
What do you use for painting btw? photoshop?
#145
Posted 27 November 2008 - 03:36 AM
yeah i use photoshop , and a cheap wacom (:
the photoshop is cs4 but i dont see a difference much
Edited by mike-, 27 November 2008 - 03:38 AM.
#146
Posted 27 November 2008 - 04:27 PM
#147
Posted 27 November 2008 - 07:38 PM
Any suggestions would be awesome
#148
Posted 27 November 2008 - 07:45 PM
http://forums.beyond...ad.php?t=178680
or...
http://utforums.epic...ad.php?t=610082
I know nothing about this, so just did a bit of googling/browsing
Otherwise it sounds cool with the news materials, looking forward to seeing it ingame.
#149
Posted 27 November 2008 - 08:51 PM
#150
Posted 28 November 2008 - 08:19 PM
I tried all the solutions listed in their and the tutorials I could find from last week. That's really all I worked on for two days. Changing the compression settings on the textures didn't do it :(
Neither did:
Adding alpha's to them
Disabling alpha's
Selectively removing some or all texture elements from the material to try and isolate what was causing it
The only thing that got it displaying "normally" was using the Iron guard base material funneled through one of the Ironguard materials, which didn't allow me to have any of the material effects I have in the editor and character selection screen.
I even found a tutorial that said that its impossible to use custom materials in unreal 3, which would be disappointing, so I'm hoping there's some way around it :/
ut3's character editor:
ut3 editor
ut3 ingame
#151
Posted 29 November 2008 - 08:46 PM
#152
Posted 30 November 2008 - 04:31 AM
I think the problem arises, because UT3's game types will specify a 'Red' or 'Blue' skin specifically, and has the annoying 'brightskin' glow. The custom material doesn't have any of these controls. It may work fine when in the custom game mode, however. Have you added the current version of the player to subversion? I'll have a look at it. I anticipate that when we spawn the player, and set the material through code, we won't have this issue.
Its commited now; when you say code, do you mean the .ini files? Or an actual C++ command that designates the material?
In one of my classes were having the same issue with another model, and if we can change one of the ini files to fix it that would be awesome.
#154
Posted 01 December 2008 - 11:36 PM
#155
Posted 02 December 2008 - 12:27 AM
#156
Posted 02 December 2008 - 08:29 AM
#159
Posted 10 December 2008 - 03:11 AM
#160
Posted 10 December 2008 - 09:01 PM
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