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    2D Sprite Help

    UDK is giving me a headache. All I'm trying to do is import 2D sprites which were already diffused in 3Ds Max. Opacity map and all. When I try uploading the sprites and textures I'm having problems with non power of two textures messages and just plain import failed of other TGA textures. It's not even allowing me to save the package

    Some sprites I'm unable to place in the game world and I don't even know how to place the two textures into one like I did on 3Ds Max to turn a plane into a sprite. I needed two textures because one was the opacity map and made it so that only certain portions would be seen. For instance, the leaf of a tree and no white background behind it. Help

    #2
    well, it has to be a power of 4, like 256 pixels by 256, 512 x 512, 1024 by 1024, 2048 x 2048 ect.
    what does the log say?

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      #3
      You can embed alpha information into textures by putting the opacity map as the alpha channel. I don't believe sprites can use materials, but I'm not 100% sure on this one.

      Non power of two textures are not supported by a lot of graphics cards.

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        #4


        The image is large, eh? I wish I could make it smaller. Anyway, notice how I'd diffused one BMP and used the other as opacity. I was able to effectively combine two textures to make this sprite on the left in 3Ds Max. One black/white, the other in color. How do I do this in UDK?

        Yes, I was finally able to save the package.

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          #5
          Ideally, you want to use image software to make sprites. Photoshop or GIMP are good options.

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            #6
            I already made the two textures in photoshop. How do I combine them in UDK's material editor to make a sprite? I have zero experience in the material editor and it confuses me so.

            http://i897.photobucket.com/albums/a...aIV/Txture.jpg

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              #7
              http://udn.epicgames.com/Three/MaterialsTutorial.html

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                #8
                So far you're correct in the Material Editor in terms of node setup. Now you just need to set the Blend Mode to Translucent.

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                  #9
                  Originally posted by Solid Snake View Post
                  So far you're correct in the Material Editor in terms of node setup. Now you just need to set the Blend Mode to Translucent.
                  Alright, that last bit of advice worked well.

                  http://www.youtube.com/watch?v=LkUWNaCQkko

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