Yeah its me again, these possibly involve no coding at all, or it might involve a bit of coding, since im not sure thats why ive posted it here, but they should be pretty easy questions to be answeared, so here it goes:
1)Is it possible to tie an emitter to a static mesh? either in UED or programatically? this mesh will get spawned by players and it will be affected by gravity, is an emiter possible to be tied to a mesh either in unreal editor by making a new package or programatically?
2) is it possible to make a totally invisible skin? theres a mesh with multiple skins and i would like to hide 1 of its effect, the easiest way i tought about it was making a final blend and use it programatically, it works fine the specific skin is invisible, but it behaves like some sort of portal, if u watch through that exact place where the skin was, the final blender makes it in a way as if you could see through meshes and grass, i dont know how to explain properly, like if it was acting as if you could see through models, including parts of the model of which had that skin too, is there anyway to trully make a skin invisible? ive also tried making a black tga file, compressing it to dds (dxt5), imported it in ued and ticked the alpha mask on, it still didnt work :S
Thanks in avance as usual
2 Questions of the day :P
-
- Member
- Posts: 80
- Joined: Thu 29 Sep , 2011 12:26 am
- Contact:
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: 2 Questions of the day :P
Yeah, it's possible - look at how exhaust are attached to ONSVehicles.
If you want an invisible skin, import a texture with the proper alpha channel settings.
If you want an invisible skin, import a texture with the proper alpha channel settings.
-
- Member
- Posts: 80
- Joined: Thu 29 Sep , 2011 12:26 am
- Contact:
Re: 2 Questions of the day :P
hmm so for looping emiters i have to use a trail emitter class?Azarael wrote:Yeah, it's possible - look at how exhaust are attached to ONSVehicles.
If you want an invisible skin, import a texture with the proper alpha channel settings.
and i dont understand what you mean with importing the texture with proper alpha channel settings, ive created a tga file, 16*16 pure black, compressed with ati compressonator to dxt5 imported in the ued and ticked the alpha under the options in the import window, still black.
-
- Member
- Posts: 80
- Joined: Thu 29 Sep , 2011 12:26 am
- Contact:
Re: 2 Questions of the day :P
Wow was such a troll rofl! i kept forgetting to add a new alpha channel in the channel list in photoshop, ok now its working fine
As for the emitter considering u havent replied yet it probably means im not on the right track.
As for the emitter considering u havent replied yet it probably means im not on the right track.
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: 2 Questions of the day :P
I meant the general method is the same - spawning them at a location relative to the vehicle, which is easy enough, and then using SetBase or similar to attach them to the vehicle. There may be some issues with this method, however - I've had emitters which have failed to remove themselves when the main vehicle was destroyed.
-
- Member
- Posts: 80
- Joined: Thu 29 Sep , 2011 12:26 am
- Contact:
Re: 2 Questions of the day :P
Ah you beat me to the post, yes indeed it semms setbase works lol, as for emitters to fail to remove, for me np i just destroy them at the destroy event of the actor.Azarael wrote:I meant the general method is the same - spawning them at a location relative to the vehicle, which is easy enough, and then using SetBase or similar to attach them to the vehicle. There may be some issues with this method, however - I've had emitters which have failed to remove themselves when the main vehicle was destroyed.
Ok so this threead is solved both questions are answeared, thanks for your help as usual azarael.
For anyone else having the same questions (if ever lol):
To make a pure blank texture, you need to make a tga file with an alpha channel, make sure u manually make the channel yourself or else it wont work, after its done save it in 32bits mode, if u save it in 24bits mode the transparency will not be saved (at least thats what ive read in a ued tutorial), compress with with a good compression tool to dxt3 for example.
Now import it into ued, tick the alpha channel option and your texture will be transparent, if you dont have or want to compress the texture with an external tool then simply compress it in the unreal editor by alt clicking the texture and select compression option.
As for the emitter, it trully is setbase, example:
Code: Select all
Simulated Function PostBeginPlay()
{
local XEmitter Xe;
Xe=Spawn(class'PackageName.EmitterClassName',self,,self.Location);
Xe.SetBase(self);
}
and that should pretty much do it.
Who is online
Users browsing this forum: No registered users and 8 guests