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How do I use masked textures in static meshes? (*.usm files, NOT *_d.3d files)

Questions and tools for modelling.
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Devil Master
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Posts: 62
Joined: Sat Jun 18, 2011 8:30 pm

How do I use masked textures in static meshes? (*.usm files, NOT *_d.3d files)

Post by Devil Master »

I'm porting preexisting architecture (originally modelled with 3ds Max 2010) to Unreal Gold.
So I export each piece to .obj from 3ds Max, then I use UnrealEd to import each .obj and apply the appropriate textures (Edit->Properties menu from the mesh browser, then Mesh->Textures fom the properties window). The textures are all .bmp, 8 bits per pixel. They are placed where they need to be, but those textures that are supposed to be masked... aren't. They are opaque, with black appearing where the transparent parts should be.

- They appear correctly in 3ds Max in the original .max file
- They appear correctly in Deep Exploration, in the exported .obj file.
- They also appear correctly in Noesis, in the exported .obj file.
- They are correctly flagged as masked (Surface->bMasked=True) in the texture properties.

I have read this thread viewtopic.php?t=2384 but it doesn't help me, because I'm working with static meshes, not with the regular meshes that UnrealFX is used for. Besides, UnrealFX was made in 1999, when Unreal did not support static meshes yet.
So what's the solution for static meshes?
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Reborn
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Re: How do I use masked textures in static meshes? (*.usm files, NOT *_d.3d files)

Post by Reborn »

Mesh Browser -> Edit -> Properties -> StaticMesh -> Materials -> (Num) -> Masked
1.jpg
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Devil Master
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Joined: Sat Jun 18, 2011 8:30 pm

Re: How do I use masked textures in static meshes? (*.usm files, NOT *_d.3d files)

Post by Devil Master »

Oh wow, that was so easy. Although I have to wonder why the property isn't automatically inherited from the texture itself...
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