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Screen Capture Texture -> Material problem

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    Screen Capture Texture -> Material problem

    Hey everyone,

    To start, I'm not sure if this thread belongs in level design or in programming, so bear with me if I'm in the wrong place.

    I've been having an issue with getting a screen-cap texture to display on a static mesh. It looks like the texture is taken slightly off to the upper right side, leaving a green area on the mesh...it's hard to describe, I've attached a picture below.
    I have no clue what could be causing it so.....

    While I'm here, and again this may be a programming thing, but as you can see the screen cap doesn't seem to be taking in the materials from the world around it. Once again, at a loss.

    Any ideas?



    Thanks!

    #2
    http://postimage.org/image/oesf4o5td/c7fa5bdc/
    ^The link to the image, if the other one didn't attach

    Comment


      #3
      I'm thinking it's either a problem with the wrap settings of the texture itself if you double click on it, or your UVs for the mesh receiving the texture aren't aligned properly.

      Comment


        #4
        Try to push it a bit further inside the wall @Scene capture actor, i had that issue before,
        i remember now this link explains a bit about it http://udn.epicgames.com/Three/Devel...eflection.html
        that's where i knew that my green pixel thing was a known "issue"

        Comment


          #5
          I'll definitely check on the UV clamping when I get home to see if it works out (not at my main computer at the moment).
          What do you mean by "pushing it further inside the wall" ?

          Comment


            #6
            It could be that the texture was not big enough to cover the area that you were trying to cover. If im not correct, when importing textures/materials into UDK it has to be a power of 2, UDK normally indicates if it is not a power of 2, but if it has 1 power of 2, and then a random number such as this: 16x230 then UDK will not realise that this is not a power of 2, and it will end up still importing it. Make sure that the texture your importing is a power of 2, otherwise there could be some problems.

            If the material that you have got is a power of 2, then i dont really know how to help you, what i just said was a suggestion, it does not necessarily mean that it is the problem, its just that it has happened to me in the past

            Comment


              #7
              Problem ended up being the size of the texture, i.e. it was off centered. A simple TexCoord fixed the problem.
              The scene cap still isn't taking in the background images well, however, and I can't understand that at all.

              Also, I guess I can add this simple question while I'm at it: how can I scale my material up on the mesh its on in the material editor, if possible?

              Comment


                #8
                To scale the material make the scale in the texcoord a negative number.

                As for stuff in the background, did you make the far plane bigger for the screen capture actor so it can see farther out?

                Comment


                  #9
                  Scaling with a negative number just makes the texture disappear, no?

                  I don't think distance is the problem, because when I put the two portals on opposite walls they can see the material just fine...

                  For some reason, I think the scenecaptureactor is almost using the player viewpoint to modify the view?

                  Maybe some pictures can explain.

                  Here is a picture of the two portals on the same wall, with the actor looking directly at them. Besides the pawn in view, it looks almost as if its just looking in to space:
                  http://postimage.org/image/57tyha4z5/

                  When you have the two portals on opposite walls and are really close to them, you can see it as it should be:
                  http://postimage.org/image/r36jo8gc1/

                  However, when you move farther back, it looks like the scene capture moves back with you:
                  http://postimage.org/image/6kbnj62ep/
                  (Black Part Outside of Stage)

                  And when you go really close and look to the sides, you can also see outside of the stage:
                  http://postimage.org/image/er3naqshd/

                  Needless to say, I'm rather confused. I thought it was the pawns viewpoint but that doesn't explain why I can see my own pawn in the first picture.

                  Comment


                    #10
                    Scaling with a negative number just makes the texture disappear, no?

                    I don't think distance is the problem, because when I put the two portals on opposite walls they can see the material just fine...

                    For some reason, I think the scenecaptureactor is almost using the player viewpoint to modify the view?

                    Maybe some pictures can explain.

                    Here is a picture of the two portals on the same wall, with the actor looking directly at them. Besides the pawn in view, it looks almost as if its just looking in to space:
                    http://postimage.org/image/57tyha4z5/

                    When you have the two portals on opposite walls and are really close to them, you can see it as it should be:
                    http://postimage.org/image/r36jo8gc1/

                    However, when you move farther back, it looks like the scene capture moves back with you:
                    http://postimage.org/image/6kbnj62ep/
                    (Black Part Outside of Stage)

                    And when you go really close and look to the sides, you can also see outside of the stage:
                    http://postimage.org/image/er3naqshd/

                    Needless to say, I'm rather confused. I thought it was the pawns viewpoint but that doesn't explain why I can see my own pawn in the first picture.

                    Comment

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