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Problems and questions about maps in the editor.....

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  • #16
    Originally posted by maxdamage View Post
    Firstly in Unreal 2 the _si has an alpha channel but bmask and alpha is set to false.I added the _si textures to the shaders in UT2k4 but I still get the same problem with the env and cube maps.
    That doesn't matter. If the texture has an alpha channel, it does not have to be set as an "alpha texture" to behave as a mask or what have you. For example, Sly and I both have done work on porting the weapons from Unreal Championship to UT2004, and each weapon texture has an alpha channel that allows it to be used as a self-illumination/specular mask, but the textures are not set as "alphas." That's only "required" if your using say a glass texture that must appear clear throughout. A good deal of textures in the Unreal series have this feature. You import the texture normally, and compress it to something NOT DXT1 (use DXT3 or DXT5) and it will retain it's alpha channel as a "hidden" but useable layer to the texture. The DG_SI texture in this case is probably the same exact texture with a different alpha channel. I can guarantee you with about 90% certainty without seeing it that what Sly and I are saying is your fix.

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    • #17
      Yeah, you probably compressed it to a wrong type. DXT5 has a very accurate alpha whereas DXT3 is more "rough".

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      • #18
        *SIGH* Firstly thats not the problem I am having in the first place as it doesn't affect the env\cubemaps!!!!!!I still get this:

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        • #19
          Originally posted by maxdamage View Post
          *SIGH* Firstly thats not the problem I am having in the first place as it doesn't affect the env\cubemaps!!!!!!I still get this:

          It shouldn't affect the TexEnvironmentMap (made from a cubemap). You have the environment map set as the specular in both versions.


          If the "Specular" is not displaying correctly it's either one of two things. 1. The alpha channel is screwed on the diffuse texture or 2.) The specular is DRAMATICALLY different than what was originally used.

          For now let's eliminate self illumination. Just clear those fields and see what you get and let us know.

          Also try clearing all the fields in the shader (specular/selfIllum/ and masks). Try the diffuse as self illum mask, and the environment map as the self illumimnation. I've ran into situations porting stuff from UC2 where that had to be done, and doing it the "normal/specular" way looked really strange.

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          • #20
            Originally posted by Skred View Post
            Also try clearing all the fields in the shader (specular/selfIllum/ and masks). Try the diffuse as self illum mask, and the environment map as the self illumimnation. I've ran into situations porting stuff from UC2 where that had to be done, and doing it the "normal/specular" way looked really strange.
            Will try that.

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            • #21
              It worked as seen in the first screenshot:
              and

              Unfortunately as seen in the last pic the cube\texenv map doesn't look like the Unreal 2 version here most likely due to the fact that ut2k4 doesn't have all of the same features Unreal2 has:

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              • #22
                I'd double check the base texture for the cubemap and see if it matches up to what you're using. Check for an alpha channel and if it's an alpha texture and so on. It could just be that this version of UE2 for UT2004 is a bit different with how it handles speculars and so on and you might not be able to get the exact same look. So far, it looks pretty good though.

                EDIT: Maybe setting modulate specular 2x to false will make a difference. It shouldn't but you never know. Try playing with output blending options as well, and see what making the shader 2-sided does.

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                • #23
                  Originally posted by Skred View Post
                  I'd double check the base texture for the cubemap and see if it matches up to what you're using. Check for an alpha channel and if it's an alpha texture and so on. It could just be that this version of UE2 for UT2004 is a bit different with how it handles speculars and so on and you might not be able to get the exact same look. So far, it looks pretty good though.

                  EDIT: Maybe setting modulate specular 2x to false will make a difference. It shouldn't but you never know. Try playing with output blending options as well, and see what making the shader 2-sided does.
                  I have checked the 6 textures that are used for the cube map as I extracted them using utpt so they have all their stuff with them as I saved them as .dds files and checked the unreal 2 cube map to see if I had them in the right order and yes I have.Like you have said ued most likely handles specular differently and as a result will not be able to get the same results at all. Wish someone who worked on Unreal 2 could come and help us.....

                  Will retry changing those settings in the shader properties but I doubt it will work as I had already tried changing those settings to no effect....

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                  • #24
                    Well, sometimes you have to go with what you have, and it may be near that point. You might can try making modification to the cubmap textures in photoshop or something to get a more accurate look. The output blending may somehow tone it down or something, but it's hard to say...just a possibility.

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                    • #25
                      Originally posted by Skred View Post
                      Well, sometimes you have to go with what you have, and it may be near that point. You might can try making modification to the cubmap textures in photoshop or something to get a more accurate look. The output blending may somehow tone it down or something, but it's hard to say...just a possibility.
                      I don't think editing the cubemap textures will help though.will retry the output blending options.

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                      • #26
                        I have been fixing up my event horizon for my stargate maps with the stargate but I have a problem.In the picture as you can see I used a screenshot of the water material from vctf-suspense from ut3 and added a mask to it and it worked but I used the fluid occillator from ctf-face3 but the texture appears to be repeated on the surface.I used a tex scaler to get the texture in the center of the fluid occillator but it still repeats the texture on the fluid occillator.



                        I have no clue on what to do next as I like the effect of the event horizon texture although it could be higher res though it still looks better than what I had before!

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                        • #27
                          I'll just point out that making a good water shader that is "proper" looking for a unique level can be one of the more labor intinsive things involved in making a good level, but it seperates the wolves from the sheep in a big way. You see lots of levels out there where if you look into the reflection of the water, you'll see some unknown level staring back at you, or even WORSE, a level you recognize. "Hey man, why can I see a reflection of Rankin in my egyptain map's water?" Don't be that guy


                          I'd just use a different fluid texture that's stock to UT2004. A screenshot of a water texture is going to look funky, hence the issues you see in the screenshot.

                          I have lots of decent water materials in my UCBP levels. If you want to steal one of those, that's fine, but you'll need to make a new enviornment map for them since you want to see the reflection of your level in the water's reflection. DM-UCBP-Aqua_Mortis has a good water shader in there. Just lift that texture from myLevel and remove the env_map from the shader and replace it later once your map is nearly complete with a environment map accurate to your level.

                          This is a tutorial on how to create your own environment map for a level.
                          http://udn.epicgames.com/Two/Materia...nmentMaps.html

                          (This is the more literal sense of using an enviornment map...it'll make senes if you use the tutorial to make the env. The use it as the specular in a water shader)

                          Yeah, I took a look at the level I'm suggesting you lift a water texture from and it'll be perfect. Find the map by searching "UCBP" in the UT2004 beta release area. It's still on the main page in beta releases. Open DM-Aqua Mortis and go to the myLevel textures and find the group "water" and you'll be able to figure out how to trace it all back and use the various materials I used to create a really nice water texture. There really is not a base texture as you'll figure out. You'll want to replace "material1" in the combiner later one to match your level. You can also change the constant color to match something more like what you want. If this is all like "WTF" to you, download the level and take a look and it'll make sense. I'm sure you'll be able to figure it out looking at the materials in myLevel>Water (and enviornment maps)

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                          • #28
                            Originally posted by Skred View Post
                            I'll just point out that making a good water shader that is "proper" looking for a unique level can be one of the more labor intinsive things involved in making a good level, but it seperates the wolves from the sheep in a big way. You see lots of levels out there where if you look into the reflection of the water, you'll see some unknown level staring back at you, or even WORSE, a level you recognize. "Hey man, why can I see a reflection of Rankin in my egyptain map's water?" Don't be that guy


                            I'd just use a different fluid texture that's stock to UT2004. A screenshot of a water texture is going to look funky, hence the issues you see in the screenshot.

                            I have lots of decent water materials in my UCBP levels. If you want to steal one of those, that's fine, but you'll need to make a new enviornment map for them since you want to see the reflection of your level in the water's reflection. DM-UCBP-Aqua_Mortis has a good water shader in there. Just lift that texture from myLevel and remove the env_map from the shader and replace it later once your map is nearly complete with a environment map accurate to your level.

                            This is a tutorial on how to create your own environment map for a level.
                            http://udn.epicgames.com/Two/Materia...nmentMaps.html

                            (This is the more literal sense of using an enviornment map...it'll make senes if you use the tutorial to make the env. The use it as the specular in a water shader)

                            Yeah, I took a look at the level I'm suggesting you lift a water texture from and it'll be perfect. Find the map by searching "UCBP" in the UT2004 beta release area. It's still on the main page in beta releases. Open DM-Aqua Mortis and go to the myLevel textures and find the group "water" and you'll be able to figure out how to trace it all back and use the various materials I used to create a really nice water texture. There really is not a base texture as you'll figure out. You'll want to replace "material1" in the combiner later one to match your level. You can also change the constant color to match something more like what you want. If this is all like "WTF" to you, download the level and take a look and it'll make sense. I'm sure you'll be able to figure it out looking at the materials in myLevel>Water (and enviornment maps)
                            The thing is the water texture doesn't really need a env map as if I remember correctly the event horizon in stargate doesn't reflect anything.Sure it may look funky but I like it.I just need to fix the repeating problem unless the fluid occilator is too big and all then I have to do is adjust the fluid occilator's size and the texscaler to look right and that should hopefully fix the problem.

                            Unfortunately I can't download maps atm as my pc is too messed up and slow atm but I do have the UCBP maps booked marked for "later" download whenever that will be.

                            Thanks.

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                            • #29
                              Well you can achieve a better looking event horizon or w/e without the use of a base texture is the main point. You could always make the env just silver or something to make it look even more "other worldy." I wish I knew of another level you could look at with good water in it, but off hand I can't think of any.

                              Use your current base texture in cube map and just assign it to all the slots and use that as your env. That'll probably look pretty cool.

                              Here's the basics:

                              1.Create a constant color material (then choose a color for it you like-possibly editing that color later in the process to make the "water" look better. Start with black-it works better than you may think)
                              2.Create a cubmap then envMap like I suggested above using your silver texture
                              3.Create a combiner materal and use the constant color material as the "mask" and "material2" in the combiner. Use the Env as "material 1"
                              (combine operation should be "CO_AlphaBlend with mask" and alpha operation should be "AO_usemask)
                              4. create a shader and use the the combiner as the diffuse "base" texture, and the fluid color as the "opacity"
                              5. (somewhat optional step) create a final blend material. MAke framebuffering alpha blend. Set the material slot to use the shader you created in step 4.
                              -

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                              • #30
                                Originally posted by Skred View Post
                                Well you can achieve a better looking event horizon or w/e withou the use of a base texture is the main point. You could always make the env just silver or something to make it look even more "other worldy." I wish I knew of another level you could look at with good water in it, but off hand I can't think of any. Well, actually DM-Rankin might be good. Check out the myLevel package on that one.

                                Use your base texture in cube map and just assign it to all the slots and use that as your env. that'll probably look pretty cool.
                                Well I did that and here is the end result:


                                Unfortunately as you can see I can't change the shape of the fluid occilator to a circle so there are edges sticking out of the stargate mesh. Looks much better than it did before which was okaish....

                                Thanks.

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