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legacy-MelvinB
10-24-2004, 10:31 AM
I'm not a newbie in Unreal-mapping and i know how to use projectors.

Only this time i have a problem with it.

I made several projector-textures for a Deathball-map i'm currently working on.

The grey-hue's must be R=G=B=127 to become invisible right? Well, ingame is still see some ''projector texture-lines''. It doesn't matter if i set it to Gradient or not in the Projector-settings, i still see some lines.

It's a bit hard to explain, but look at the screens:

http://members.chello.nl/abosma1/fault1.jpg
http://members.chello.nl/abosma1/fault2.jpg
http://members.chello.nl/abosma1/fault3.jpg

You see the lines behind the .NL-text.

FOV=1
bClipBSP=True
in the Texture Properties --> Surface set bModulated to True
U and V ClampMode to TC_Clamp
Projector-size is 256x256pixels

What to do?

legacy-DOOMHAT
10-24-2004, 12:07 PM
what are the material and frameblending options of the projector set to?

have you considered changing the grey to a completely transparent alpha texture then re-importing it?

legacy-chipV2
10-24-2004, 01:43 PM
this may be due to a problem i heard about while working on a project using ShadowProjector. it seems that though the transparency value for a ProjTexture is spec'd at RGB<127>, the engine uses 127.5 for its transparency value (which cannot be produced in a texture as it is not an integer). so the transparency isn't 100% transparent.

usually this small discrepancy is masked by such conditions as ambient light in the area of the projection and color and tonal variations of the surface accepting the projection. in your case the relatively high light levels and flat grey of the projected-upon surface may make the problem perceptible.

in my experience the problem results in a darkening of the projector frustrum (the area described by the FOV), especially when more than one ShadowProjector is used in the same area. a similar problem may be occuring in your setup.

any reason why you are using projectors? seems like using the Skins property for a static mesh that matches your BSP objects might be a less problematic way to go.