I have a material that I am attempting to draw on the HUD and so far it has only shown as a black box in the dimensions I want it.
Here's the relevant code:
At first I thought maybe it was an unresolved reference but the compile gives me no warnings about this.
Is there a material issue or is my syntax just wrong?
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My syntax is fine!
However it seems that you must tie the texture sample to the emissive channel as well or you get nothing but black.
Here's the relevant code:
Code:
function DrawSynchronizer() { Canvas.SetPos(0.0, Canvas.ClipY * 0.8); Canvas.DrawMaterialTile(Mat_EQ_Back, Canvas.ClipX / 3, Canvas.ClipY / 4,0,0,1,1); } defaultproperties { Mat_EQ_Back=Material'DR_UI_Elements.Materials.HUD_EQ_Mat' }
Is there a material issue or is my syntax just wrong?
_________________________________________________
My syntax is fine!

However it seems that you must tie the texture sample to the emissive channel as well or you get nothing but black.
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