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Hot Topic (More than 10 Replies) How to create a mesh with masked textures (Read 567 times)
Rubie
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How to create a mesh with masked textures
Nov 5th, 2016 at 2:18pm
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Hi ,

I'm busy to make some decoration for a project.
did build some meshes sofar it looks good in editor, but when I play the map there is one decoration that does not look like it was build as the top from the mesh should be masked and is not ?
did set under properties/display/Style = STY_Masked then saved package, the moment you change this you can see it gets okay in editor nerveless it does not seems to be applied live when you play, does anyone has a solution for this

editor pic :
https://www.dropbox.com/s/11trqvmykca6nxo/Schermafdruk%202016-11-05%2015.13.27.p...

ingame pic :
https://www.dropbox.com/s/92uknwqs74464us/Schermafdruk%202016-11-05%2015.16.10.p...

Thx Rubie
  

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Skywolf
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Re: How to create a mesh with masked textures
Reply #1 - Nov 6th, 2016 at 6:58pm
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What is the texture format you use? Because Masked textures must have indexed colors for it to work properly.
  

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Rubie
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Re: How to create a mesh with masked textures
Reply #2 - Nov 7th, 2016 at 9:29am
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Skywolf wrote on Nov 6th, 2016 at 6:58pm:
What is the texture format you use? Because Masked textures must have indexed colors for it to work properly.


256x256 P8 grateCircle
256x256 P8 grate10
256x256 P8 trimPanel
128x256 P8 wood

greets,

Rubie
  

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Skywolf
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Re: How to create a mesh with masked textures
Reply #3 - Nov 7th, 2016 at 9:55pm
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No idea what P8 means to be honest.

Can you sent over the texture file prior to importing it?
  

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Re: How to create a mesh with masked textures
Reply #4 - Nov 7th, 2016 at 10:45pm
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P8 = 8 bits per pixel? 8bpp?

Not too sure offhand. google says something similar.
  
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Rubie
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Re: How to create a mesh with masked textures
Reply #5 - Nov 8th, 2016 at 8:27am
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Quote:
Can you sent over the texture file prior to importing it?


this are two links to the exported textures

https://www.dropbox.com/s/9l55y6cn51l5tas/GRATE10.pcx?dl=0

https://www.dropbox.com/s/epyfjazzj4m9iq5/GRATECIRCLE.pcx?dl=0

in fact P8 is the info that appears next to the texture size eg 128*128 P8
you can have also  for example 128*128 DXT1 or DXT2 and ad last DXT3

this is a link to whole package from textures
https://www.dropbox.com/s/c87u68pdzsiiuk0/Hell.utx?dl=0

greets Rubie and thank you for your TIME !!! Smiley
  

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Re: How to create a mesh with masked textures
Reply #6 - Nov 8th, 2016 at 7:33pm
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Assuming you're using Unreal 227 can I not reproduce this with existing meshes.

Can you sent over the mesh file? Because that is the only thing I can think of now that has something wrong with it.

Also, what renderer are you using for Unreal and UnrealEd?
  

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Rubie
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Re: How to create a mesh with masked textures
Reply #7 - Nov 10th, 2016 at 12:36pm
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Skywolf wrote on Nov 8th, 2016 at 7:33pm:
Assuming you're using Unreal 227 can I not reproduce this with existing meshes.

Can you sent over the mesh file? Because that is the only thing I can think of now that has something wrong with it.

Also, what renderer are you using for Unreal and UnrealEd?



Link for download the U file and Classes/Models  https://www.dropbox.com/s/jy72drmv2txx617/RuneDecoration.rar?dl=0

the models are build with 2.0 UED as with the 227 version MeshMaker does not work anymore ?

For editing I use software render for game itself OpenGL driver .

The model we talk about = "RuneLamp" as there are more models in the package.

I need to create this meshes for the project I'm busy on so I don't have to change to many stuff in the existing maps and I want to get as close as possible from the original layout from the series we talk about +/- 40 maps a hell of a job, did asked a couples friends to help, but there is not mush interest those days for mapping imo hehe so I continue alone in Hell........
I am on map 14 ( most are finished on build but need to add the decorations and inventory pawns etc) so  for now it runs fine if  you talk about time s pended on those 14 maps it is only a fraction from the time I did worked on the 2 last maps this took a year or more should look to be sure hehe, best is not to look and keep-on working !

CYA

Greets Rubie



  

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Re: How to create a mesh with masked textures
Reply #8 - Nov 10th, 2016 at 12:51pm
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The model itself (mesh) needs to have altered polyflags for polygons you need to use masked textures on. Otherwise it is not going to work correctly.
  

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Re: How to create a mesh with masked textures
Reply #9 - Nov 10th, 2016 at 1:52pm
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Google and download the package "UnrealFX" and place the exe on your desktop. Open your model with it and *carefully* identify the faces you need to change the flag on. You'll figure out how to do this by choosing verts in the textual window and seeing the corresponding verts change color in the model preview window.

So find all your see-through verts, change the flag, then save the model. This tool is way powerful for fixing odd issues with models that lose flag assignments for various faces. Remember though that if you save the model with altered flags you will be creating a new model that will conflict with any existing ones so using this to adjust the Warlord's wings would require you to create a new warlord subclass since the model will be different.

Hope that helps.
  

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Re: How to create a mesh with masked textures
Reply #10 - Nov 10th, 2016 at 6:00pm
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Leo T_C_K wrote on Nov 10th, 2016 at 12:51pm:
The model itself (mesh) needs to have altered polyflags for polygons you need to use masked textures on. Otherwise it is not going to work correctly.


But shouldn't the render style overwrite this? Because in my tests even a mesh with just normal flags renders as masked when it is set to STY_Masked.
  

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Re: How to create a mesh with masked textures
Reply #11 - Nov 11th, 2016 at 2:55am
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You can do that but it's mostly limited to splatters, sprites, etc. You never make a 3D model masked all over or you'd get HOM when you looked at it. Subtract a cube and texture it with masked textures and look at the results. You really need to do this on a per-poly basis using the tool I explained above if your model is anything besides a flat panel.
  

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Re: How to create a mesh with masked textures
Reply #12 - Nov 11th, 2016 at 3:21pm
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While I agree with you that you should use UnrealFX unless you want your entire model to have the same flags does this not explain why Rubie still had the mesh show up as non-masked despite the style being set to STY_Masked.
  

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Re: How to create a mesh with masked textures
Reply #13 - Nov 11th, 2016 at 10:13pm
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He didn't set the texture up correctly. It's an easy mistake to make. You can be off by one single RGB point when declaring your alpha color and it will ruin the entire effect. I had to redo the entire Dragon's wing several times because I was messing it up just like that. Once you learn how to do it right though you'll always be able to do it.

Post me the texture and I'll fix it.
  

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Re: How to create a mesh with masked textures
Reply #14 - Nov 12th, 2016 at 9:37pm
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Nope, this is not the case. The purple parts are the first indexed color. Which, as far as I know, is the only things Unreal looks for when determining which pixels have to be transparent. Atleast when using 256 indexed color textures.
  

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