This must be so bonehead easy since I can't find anybody else asking...but how can I change the color (or remove completely) of the pawns?
They have default materials on them.
What is causing this?
This is both for enemy and my pawn:
Thanks!
This must be so bonehead easy since I can't find anybody else asking...but how can I change the color (or remove completely) of the pawns?
They have default materials on them.
What is causing this?
This is both for enemy and my pawn:
Thanks!
Bump.
So I noticed if the camera is closer to the characters, the yellow goes away and it shows the normal texture.
Anybody??? Surely, SOMEONE has had this issue before on here.
its in the materialinstanceconstant that is applied the the bot.look in there to alter it,or change the material.
Thanks for replying.
I am not sure if this is the cause/solution or not.
I can drop in the 'cathode' skeletal mesh into my level and it looks perfect, but my pawn is shaded yellow as in the picture.
Since my pawn extends UTPawn, I've also been looking into changing the following in code with no success:
BodyMatColor & CurrentBodyMatColor
Last edited by Avengus; 08-02-2012 at 01:08 AM.
OK, I managed to get this working good enough for my purposes.
Here's what I had to do for this crazy workaround:
1) Copy the material for the pawn into my own custom package (optional)
2) Double click on the material and change "Char_TeamColor" under Parameter Groups -> Vector parameter Values
3) Open Kismet for your level.
4) Create a new event for "Level Loaded"
5) Create new action: New Action -> Actor -> Set Material
6) Create new variable: Variable -> Player
7) Select the custom material in Content Browser, and click on the "Set Material" in Kismet. Change material's "New Material" to the one selected in Content Browser by clicking green arrow.
8) Draw lines from Level Loaded's "Loaded and Visible" to Set Material's "In" and Player to Set Material's "Target"
9) Play in Editor to see your handywork
Note:
You will need TWO "Set Materials" one with Material Index = 0 (body) and another with Material Index = 1 (head)
I'd say it's probably best to just use your own custom character, but if you don't need to and use the Cathode bot like I do, this will suffice.
So, they are prolly changing color because you are calling the method that set their teams, simulated function SetTeamColor() on UTPawn.
I also made a work around on the color desaturation when close, by setting
after every camera update.Code:BodyMaterialInstances[i].SetScalarParameterValue('Char_DistSatRangeMultiplier',0);
So, I found something interesting when redoing my camera.
The further the camera got from the pawns, the yellower they got.
If I cut the distance in half from what you see in the shot, the yellow was only half mixed with the real texture.
This is regardless of team color (in fact, I got rid of it).
Not sure if that's very helpful to anyone, but I found it interesting.
If you dont want them to go yellow, dont get them to set teams, pawns without teams go yellow or you can reset the color after that with dist saturation 0. Look for BodyMaterialInstances[i].SetScalarParameterValue to find how to change it or see my threads where I fiddled with it.
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