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View Full Version : Questions, from a first timer.



legacy-Ink F301
08-11-2005, 01:25 AM
Just have a few questions that I've checked through tutorials for but the ones that seem to be of use have been 404'd. Perhaps you folks can pass along some links or advice.

1. Transparency/Alpha channels. If I want to make a texture to fit on a planar poly that looks like a railing, do I make 1 texture with alpha channels in it, or is it 1 texture and 1 alpha channel texture to be linked to it?

2. Movers. If I was going to make an escalator, I'm certain it would have to be many movers per escalator. Never trying movers I'm not even certain they can be made to simulate the turning motions a real one would make. Is it possible to set rotation points and such? If so, roughly how much would it hurt the level performance to have this kind of mover activity?

3. Lighting. I'm looking to set some area lighting but using light actors leave circles of light, I want a minimum light level for pretty much the whole level, using normal light actors for accent lighting. I'm thinking I'd have to use a sunlight actor even though it's indoors, is this correct?

I'm sure I'll have plenty more questions but when I come to those, I'll look them up first just incase I can easily find the answer that way.

Thanks for any help.

legacy-NiTrOcALyPsE
08-11-2005, 02:25 AM
1. I think you can do either one, depenmding on what you're doing. I'd rather go with alpha channels in the texture.

2. I think an escalator could be done if you timed and spaced everything right. You don't anything to rotate though. You just need a bunch of boxes moving in a diagonal direction, and have them loop back to the beginning.

3. Use the AmbientLight setting in a ZoneInfo.

legacy-sandorski
08-11-2005, 02:33 AM
1) for railings it would be better to make a SMesh and only use Polys for the railing rather than using an Alph channeled Texutre. The reason is so that people can shoot through the open area around the railing.

2) I think using a Panning Texture and a Physics Volume might be the best way to make an Escalator. Certainly would be simpler.