So I'm trying to get a mask working on one of my material and can't seem to make it work no matter what I try. I'm using Hourence's tutorial:
http://www.hourences.com/book/tutorialsue3mated.htm
And here's what I got.
Both the Diffuse and Mask are 32bits. Anyone know what I might be doing wrong?
Replies
then again i haven't done anything in ue3, so i could be wrong:)
Any idea how to make multi-sub textures work?
although UE3 is a 0 based property thingermajigger, which means it's slots start with 0 instead of 1..
so if in max your multisub id is 1, it would be 0 in ued, and multisub in max is 2, it would be 1 in ued, and so on and so forth.
When you import your mesh, have your materials ready and then open up the slot for each material. Click to make a material active and then click the "use selection" button to fill in the slot.
You got normal maps and spec for all this as well?
I know the texture and the decals don't match, but I was trying to accomplish the same thing with that texture. (It had alphas too)
but a solution would be nice!
as far as i know, that is just the way unrealed is out of the box. 8-bit alphas can't have lighting, so if you want it lit...you'll have to go back to 1-bit alpha.
but a solution would be nice!
[/ QUOTE ]
Lit translucency is supported in one of the versions of UE3 I just can't remember if that's a released version or not
However if you're trying to put decals on a wall you could do two other methods:
1)use projectors to project the dirt onto the wall. Even though they'll be using emissive they should still be shadowed by lighting in the level.
2) use a material which blends the dirt onto your background texture so you don't have to use decals. I'd use a linear interpolate and a few other shader instructions to do this.
have fun!
at one point it was in the engine... but made the engine chug so bad epic decided not to support it anymore and just ripped it out.
Use the Decal system as a projector (this is essentially the new projector system)...works much better than using alpha cards for grundge overlays.
The lighting works better, and you can also receive the normal map info from the projected surface. Don't use alpha maps for this...just a Color map.
According to the UDN, the Decals have about the same hit on the engine as a static mesh.
Wish I could show you some of the Decals we have
It seems to be applying the first material to everything beyond the 2nd slot; any ideas?
EDIT: Figured out I wasn't applying the materials correctly in Max :P