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PostPosted: 30 Oct 2011, 02:02     Post subject: U227h - flat shaded mesh?
Gilded Claw
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What defines whether a mesh is flat shaded or not? Script flat? Import flag? Default properties flag? Mesh flag? Which is it?

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PostPosted: 30 Oct 2011, 09:02     Post subject: Re: U227h - flat shaded mesh?
Skaarj Berserker
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bUnlit property.
Also, unlit property can be set for each polygon separately.

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PostPosted: 30 Oct 2011, 09:02     Post subject: Re: U227h - flat shaded mesh?
Skaarj Berserker
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You can either use UNRFX to flag surfaces mesh with "Flat"

or..
Quote:
#EXEC MESHMAP SETTEXTURE MESHMAP=PRVMesh NUM=2 TEXTURE=Glass FLAGS="Translucent,TwoSided,Environment"
Available flags are:
Invisible, Masked, Translucent, Modulated, Flat (flat shading), Alpha (alpha blending), TwoSided, Unlit and Environment.


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PostPosted: 30 Oct 2011, 13:21     Post subject: Re: U227h - flat shaded mesh?
Gilded Claw
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So, it's a texture flag or meshmap flag, right?

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PostPosted: 30 Oct 2011, 13:29     Post subject: Re: U227h - flat shaded mesh?
Skaarj Berserker
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bUnlit is under actor's Display properties.

Also, specific polygons can be marked unlit for mesh. ActorX understands polygons marked unlit, and UnrealFX can set that property too.

But if you want the whole mesh to be unlit, env.mapped or transparent, it is better to go actor properties than mesh or mesh polygons properties. Doing so, you will always have option to disable actor's unlitness, even on the fly.

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PostPosted: 30 Oct 2011, 13:51     Post subject: Re: U227h - flat shaded mesh?
Gilded Claw
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Not unlit. Unlit is like selfiluminating. I mean the Unreal 227h patch flat shaded feature. Not smoothed mesh.

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