I have an alpha sheet that has several decal textures in it. Rather than making an entirely new texture I was wondering if there was some way of sampling a sub section of it and then using that as a material for a particle.
It seams like there should be some way to do this but I can't figure anything out. If anyone has any suggestions I would greatly appreciate it.
Replies
http://udn.epicgames.com/Three/ParticleSpriteSubUVEmitterTutorial.html
I don't think so because it looks like that system requires you to have an evenly divided texture. The texture i'm using is just a sheet of random images from all over the level. I wanted to pack a few particles in there to fill space since I already had an alpha chan.
Dividing up the texture evenly like that isn't an option, I was looking for some general way in the material editor to sample an arbitrary sub section of a texture.
that should do
I got it working here is the result:
Now i'm left wondering how good of an idea this is in the first place.
Pros: Less textures need to be loaded into memory
Cons:
Can someone offer an opinion as to whether its better to go with a separate texture, or to sample a sub-section like this. Is this really unoptimized or a valid approach given that I could just make this its own, much smaller, 32x32 texture.
http://udn.epicgames.com/Three/UsingDecals.html