that might be because your diffuse, by that time, had been compressed maybe? Your original process was fine, just make sure your diffuse has been exported with each channel (open in photoshop to check is what I do) and make sure you didnt check the NoAlpha settings when importing (forgotten the specific names off the top…
Neox are you saying you want an animated mesh as a particle or just an animated sprite? Mesh particles are limited to just a static mesh so any skeletal animations won't be able to be imported and you'd be better off having a programmer look into the simple flock AI for it. If you're talking about an animated sprite:…
Hey guys, I've got a question about materials in ue3. I can't get an alpha channel to render like I want. I've got this character model I'm working on and I imported it as a static mesh just to see how it looked in-game, before I started to fumble with rigging and animating(I just know I'm gonna get frustrated with that) .…
Can anyone explain what a vector transform node in the material editor does? It seems to be changing the coordinate reference system? I've been teaching myself unreal materials while I get some of my stuff set up in it, and everything is really straightforward so far (instant feedback rules!), but I hit a block when I was…
unfortnately I can't do it, so I'm just trying to figure it all out in my head. As far as I can see aplha blending isn't that much of a complicated operation(if you don't render double sided polys at least). You just render you polys according to z-buffer and in the places where you have opacity you don't just replace the…
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…