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Re: SOL SIGNS- Att Belta
Posted: Sat Sep 24, 2011 7:36 pm
by Mr Bean
I 'dissected' it in Photoshop and got the 6 images. I have a 'material sequencer' texture created, but it only works if applied to a static mesh. When applied to regular geometry, it shrinks itself down really tiny and repeats the pattern like a thousand times. Working on it atm...
Re: SOL SIGNS- Att Belta
Posted: Sat Sep 24, 2011 9:52 pm
by Mr Bean
Ok, got it working. For some reason, when applied to geometry, it scales it as 1x1 pixels (even though it's 512x512). To fix it, it needs to be re-scaled every time it's applied to geometry. For example... in the following map, I scaled the image to 256x256 because that's what the geometry cut was. You can't see the results in the editor, but it
does show up in game.
http://www.mediafire.com/file/2l6060yq4 ... man%29.ut2
Re: SOL SIGNS- Att Belta
Posted: Sun Sep 25, 2011 2:58 am
by KatWoman
that looks great BEAN thanks so much - did not think you could make it from dissecting the gif
Re: SOL SIGNS- Att Belta
Posted: Sun Sep 25, 2011 7:44 am
by Mr Bean
np. i like a challenge
Re: SOL SIGNS- Att Belta
Posted: Mon Sep 26, 2011 2:53 pm
by CTC-JimRimya
Looks great, Bean, but I don't think anyone's going to play that map.
Re: SOL SIGNS- Att Belta
Posted: Mon Sep 26, 2011 4:57 pm
by mudpuppet
CTC-JimRimya wrote:Looks great, Bean, but I don't think anyone's going to play that map.
luLz , I like me a tight box , just a lil fella . . . .
Re: SOL SIGNS- Att Belta
Posted: Tue Sep 27, 2011 2:15 am
by Mr Bean
CTC-JimRimya wrote:Looks great, Bean, but I don't think anyone's going to play that map.
LOL! Yeah... fail map
Re: SOL SIGNS- Att Belta
Posted: Wed Sep 28, 2011 4:02 am
by CTC-Salchicha
Mud...
a tight box indeed.
Re: SOL SIGNS- Att Belta
Posted: Fri Sep 30, 2011 8:59 am
by WarDad71