I searched on google, unreal wiki and other sites and forums, but I didn't find anything, so there it goes:
- Using the exec directives, how do I set some materials/textures to be translucent in the mesh?
What I mean is: do you know that smoke effect from the Unreal ASMD right? I want to do the same, already I have checked the exec code from it, but I didn't understand how that thing processes.
I use MilkShape 3D for modelling, so 3ds2unr is not an option due to the animations (I already tried to convert to 3ds, but the mesh lose its animations).
Another thing: how I do the same for 2 sided?
I really want this effect for my new model of a fire weapon I'm doing.
Any help or replies would be really apreciated
Translucent textures [SOLVED!]
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- Feralidragon
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Subject: Translucent textures [SOLVED!]
Post Posted: 30 Jul 2008, 13:48
Last edited by Feralidragon on 31 Jul 2008, 11:32, edited 1 time in total.
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Subject: Re: Translucent textures
Post Posted: 30 Jul 2008, 15:29
Thanks, but my issue is this one:
Thanks for the help anyway
Feralidragon wrote:I use MilkShape 3D for modelling, so 3ds2unr is not an option due to the animations (I already tried to convert to 3ds, but the mesh lose its animations).
Thanks for the help anyway
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Subject:
Post Posted: 30 Jul 2008, 15:38
Um, it says that the way textures work depends on the material names.. so I guess you could also call the material you want to be translucent "TRANSLUCENT" in Milkshape?
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- Feralidragon
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Subject:
Post Posted: 30 Jul 2008, 22:46
sana wrote:Um, it says that the way textures work depends on the material names.. so I guess you could also call the material you want to be translucent "TRANSLUCENT" in Milkshape?
Already tried that with no success... even naming not only the materials, but the groups too...
Is possible that the secret isn't in the converter itself, but in exec importing directives, I just wanted to know... In the Unreal ASMD ammo, all textures have TLOD=5 in each texture apllied, but the translucent isn't there, has 2 of those textures aren't translucent and have the same TLOD :\
Maybe someone knows the directives to make this possible, or maybe someone could just convert a model with translucent polys (materials) using the 3ds2unr converter, then post here the all the exec directives from the uc made by that converter. Maybe the converter place there some sort of special exec directives to translucent polys.
I just don't try myself out because I haven't got the 3d studio, and milkshape doesn't export to 3ds.
I wanna really do this effect for some weapons I am developing...
Thanks sana so far
- Feralidragon
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Subject:
Post Posted: 31 Jul 2008, 10:51
I THINK I FOUND THE WAY!!
This thread may be a general doubt of the community (as I didn't received many replies, so many of you might not know how to do it).
After a super heavy google research, I found and application named UnrealFX:
UnrealFX let's you to change your mesh polys properties to translucent, modulated, environment mapped, and so on...
It seems that is hasn't any big bug (major already have been fixed) and it just takes that you open the _a.3d and _d.3d (already converted models to unreal format) and making your poly (and material if your want to) changes.
I will try it later and give more feedback.
Hope this gets usefull for somebody
This thread may be a general doubt of the community (as I didn't received many replies, so many of you might not know how to do it).
After a super heavy google research, I found and application named UnrealFX:
UnrealFX let's you to change your mesh polys properties to translucent, modulated, environment mapped, and so on...
It seems that is hasn't any big bug (major already have been fixed) and it just takes that you open the _a.3d and _d.3d (already converted models to unreal format) and making your poly (and material if your want to) changes.
I will try it later and give more feedback.
Hope this gets usefull for somebody
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Subject:
Post Posted: 31 Jul 2008, 15:00
Darkon wrote:Link?
And: is there a part of teh UnrealSP site where you can download tools like that actually...?
We've never compiled a list... maybe we should
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- Feralidragon
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Subject:
Post Posted: 31 Jul 2008, 17:12
Darkon wrote:Link?
And: is there a part of teh UnrealSP site where you can download tools like that actually...?
There's a link:
http://www.fileplanet.com/hosteddl.aspx?q2pmp%2ftools%2fUT%2fUnrealFX.zip
There's the description and usage in Unreal Wiki:
http://wiki.beyondunreal.com/Legacy:UnrealFX
Hellscrag wrote:Darkon wrote:Link?
And: is there a part of teh UnrealSP site where you can download tools like that actually...?
We've never compiled a list... maybe we should
Agreed
- Darkon
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Subject:
Post Posted: 31 Jul 2008, 17:27
sana wrote:Using Google is really hard
vs.
Feralidragon wrote:After a super heavy google research, I found and application named UnrealFX...
I asked it because of Feralidragon's research...
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Subject:
Post Posted: 31 Jul 2008, 18:19
Feralidragon wrote:Hellscrag wrote:We've never compiled a list... maybe we should
Agreed
The problem is that I'm really not well placed to do so myself. If anybody wants a list to be compiled, they should start a thread in which people recommend "essential tools" and provide download links.
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Subject:
Post Posted: 01 Aug 2008, 08:52
Darkon wrote:sana wrote:Using Google is really hard
vs.Feralidragon wrote:After a super heavy google research, I found and application named UnrealFX...
I asked it because of Feralidragon's research...
Yeah, I placed and replaced a lot of tags, then I encountered a Deus Ex mesh tool, that had the word translucent, and as it was Unreal Engine 1 based, I entered. Then I found that tool wasn't what I actually wanted, but still with my curiosity I read the entire page, and then I found a reference to UnrealFX and a link to download it.
Downloaded, tried a model, imported and it works really well.
(I found that MilkShape inverts the animation in Y axis LOL)
Hellscrag wrote:Feralidragon wrote:Hellscrag wrote:We've never compiled a list... maybe we should
Agreed
The problem is that I'm really not well placed to do so myself. If anybody wants a list to be compiled, they should start a thread in which people recommend "essential tools" and provide download links.
I will start that thread, but only when I arrive work.
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