I've been reading quite a few ways (some rather funky) of creating decals in Unreal Ed. Anyone with a lot of experience with it care to chime in with a good way of doing so? Thanks :D
Here you go WiseBrownMonkey, taken from my GameArtisans post: Here you go: Here is how I do decals, colored grunge and debris.. err whatever you want to stick on a building. My whole take on material creation is to examine the scene and come up with a list of materials I'd need. From there I see what materials I can…
I don't think that this will work due to the complexity of decals and reflection maps. I could be wrong but it sounds like this would be to much for the rendering engine to do. Have you tried light functions to get the same result? Give those a try.
This may be a stupid question but I have looked at various tuts and still cant figure it out. How would I add specularity to a semi transparent object. For example a hose that is semi transparent, or like a decal of a number that I want to have some spec to it. I cant use BLEND_masked because it dosnt fade from transparent…
It all started while I was having trouble deleting a few mesh's, material's and textures. When I tried to delete them they said that they were "in use" and therefore couldn't be done. They are NOT being used inside the scene, nor do they show on the scene graph, so I am positive that this is not the case. The error talks…