Results 1 to 6 of 6
  1. #1
    Redeemer
    Join Date
    Mar 2003
    Posts
    1,767

    Default I want non tex sm to look same in ued.

    hola, preparing for my next map, I want to make a monotonous hightech looking map, I have decided to make a majority of the map grey, like rgb 86 86 86. I use this rgb in 3ds max 5.1 and it actually looks nice, not even rendered. I like how the surface gleams, my static mesh is not even textured I just chose the color of the mesh. I was wondering how can I get the effect of this static mesh to stay exactly the same, with the gleam affect and possibly add just a few real bitmap textures? Because when I export a static mesh from 3ds max to ued not textured Ued automaticly textures it with whatever texture I have selected.

    And If I cant do that, I have a tga 512 texture that is the same color, how do I add the shiny effect? I am a noob with the material editor so :-/ I cant figure it out myself,,.

  2. #2

    Default

    For the texturing, just make a ConstantColor and apply that as the mesh's material. For the gleam effect, you need to make a TexEnvMap and apply that to the mesh, probably as a Shader if you want to combine it with another texture. It's all here in this pamphlet.

    http://udn.epicgames.com/pub/Content/MaterialTutorial/

  3. #3
    Redeemer
    Join Date
    Mar 2003
    Posts
    1,767

    Default

    oy, that stuff is so confusing for me :-/ I've already tried this stuff twice, never suceeded. maybe third time will be the charm. hey, I've got the constant color tex to work, easy . So now I'm going to try to set up a shadar and get the gleaming look, opacity? I didnt mean reflective,

  4. #4

  5. #5
    Redeemer
    Join Date
    Mar 2003
    Posts
    1,767

    Default

    ok, heres my deal, I made a constant color texture it works fine.
    Then I made a shadar texture, I cant set the difuse chanel in the shadar to the grey constant texture I already made? I instead used my .tga solid grey color and it worked, but why wont the constant color work? I bet its the "size" or something,

    --edit--
    nm all that crap lol, this is cool! I just messed around I got a grey diffuse with a cool ass env map by cassidy in the specular slot, I selected all the walls in my map and aplied the texture looks like stormtrooper armor cool! :bulb: but far too busy and its more white than grey



    materials, cool. I'm gonna explore this aspect more, :up:
    Last edited by legacy-CTFX1; 11-06-2003 at 03:09 AM.

  6. #6
    Redeemer
    Join Date
    Apr 2003
    Location
    United Kingdom
    Posts
    1,228

    Default

    Look in AWGlobal under the Cubes group, there's a fair few TexEnvMaps in there you can use for specularity maps on textures. WaterShine, TopShine, A general shiny one and one or two others. Try the BlueSteel one If the blue doesn't look how you want, try adjusting the original textures to the colour you want and make a new Cube Map from those, then add the Cube Map to a TexEnvMap and you can use that again for your shader.


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.