for anyone who is interested here is a link to the rail camera code. It was create by Joseph Cecot so all credit to him, I just plugged it in =P http://www.josephcecot.com/programming/unrealscript/
Fur texture test. Still trying to find a good way to do the alpha's. Any info on creating fur would be useful. I will use this as a base texture until I find a better technique
This is the metal crate used to trigger some ghost boxes in the level. The shader has a reflection cube on the metal but I used an alpha in the diffuse to make it not appear on the exclamation mark. The background is the sand and dirt material I created.
So I was thinking earlier, When you create an opacity mask in UDK at what point does the mask decide whether to render a pixel or not? So to find this out I did an experiment. =D When I create a opacity mask it usually goes into the alpha channel on the diffuse, spec or normal of that texture, meaning the texture is saved…
I have found that I have a bit of spare time again so I have started doing a bit more work on my Crash Bandicoot scene. I have created this aztec brickwork for the steps. Not sure on it though. Any advice or crit would be appreciated. =D
@William21984 - Thanks I will get it done eventually :P I will use morph targets to create the warp animation blended with some particle effects. :D Im glad you liked my entry =D @HDaniel999 - Thanks yeh we are pretty happy with it :D Started a new texture.
didn't have much luck with PSicture unfortunately, shame it would have been nice to see the original texture sheets from the game =(. Thanks anyway. fortunately all the orignal sound is available to download so I have that already, just need to add it. Will do some experiments with creating tiki style pillars and stuff…
Ha I wish it was that easy, its a custom camera script that I found while trauling the internet. Its brilliant you can make a rail track and the camera moves along it in relation to the player its perfect as well for creating a side scroller =D. Also thanks so much for taking the time to compare and play I will add the…
Hey AzzaMat, thanks for sharing that shader stuff. I have a question about it though. I wanted to use this shader to create some variation in the grass alpha cards like you did for the ferns. I have a problem though, the color only seems to change on the side that the light is hitting the mesh. The back of the cards that…
Sorry about the gradiant its not explained well. When you bring a mask into UDK it limits the gradiant to either black or white even if you put in a gradiant alpha into the opacity mask. When it works out what pixel to make black and which one to make white it has a cut off which I mark in the image above. This means you…