do you mean the setting in the config tab of hammUEr?
I selected red then hit save settings and no change
fyi my base material is this:
do you mean the setting in the config tab of hammUEr?
fyi my base material is this:
Yes. Since vertex alpha is selected as the channel to encode your displacement alpha in, your vertex color node in your material needs to start from the white dot at the bottom, not the red one.
ok, so that solved it and it’s painting alpha, but it’s not painting it as the source texture but as the base texture I set up as the 2nd parameter 2D
Depends on what order they were in in the original material, which HammUEr should have matched in your base material.
(Of course, if your base material didn’t have a lerped setup before when you ran the import, it would only have assigned one texture parameter)
Also, your secondary parameter isn’t assigned and will thus be the default brick one.
As the in-editor help tells you (hover over the lerp node and hold ctrl + alt), it’ll use the first texture the more alpha leans towards 1, and the second texture the more it leans towards 0.
so I should then reimport my textures with this new material I just set up? then does it matter which parameter I use?
You can put just the vmts that need blending in a separate directory (with the same directory structure as before) and import those, which should be quicker.
If you let HammUEr handle it, it should all happen automatically without you needing to change anything.
Of course, if you want a single material that works for everything, both blended and non-blended materials, set up your basecolor and normal chains with a switch parameter as shown in the manual (repeating the example basecolor chain for normals too) to create something that looks like this:
ahaha, that’s way too confusing for me at this point right now, but I appreciate the help. I reimported and then got the default blocks on all my non-displacements, but rather than importing again correctly, I just manually went through my textures and put them back on the original basematerial I created, problem solved.
however I really still can’t figure out how to make the decals look correct over displacements, whether I move it or not it seems to almost avoid the displacement entirely and I can barely see an outline beneath it. Here is what I mean
before: http://i.imgur.com/i5aEa55.png
Ah, yes.
Increase the decal’s X value in Decal/Decal scale until it creates a volume that covers the peaks and valleys of your displacement completely.
Also you will want to turn on Dbuffer Decals in your project settings.
yes it worked, really appreciate all your help, I’ve already recommended it to people.
No problem.
Glad we got everything sorted, and thanks for the recommendations.
I do have a few issues that are really UE related and not hammUEr related but any help is appreciated.
what I see: http://i.imgur.com/3nMT6yq.png
it looks odd when you have a rug reflecting light inside a dark room.
Looks like when I build my lighting, that’s when I see the choppy geometry again. These are the types of errors I’m seeing after compiling the lighting on preview: http://i.imgur.com/s5gjbr7.png
is there any way to tell a decal to ignore certain surfaces? increasing the scaling on the X value helped but it can also ride up on walls or models/actors as you can see here: http://i.imgur.com/9hSajLu.png
you can see the texture stretching itself over the rock and the side of the wall.
I’m not very good at this, but…
Right. I think you need to add a constant off your specular value to set it to 0?
Hm. The lightmap generation errors is 100% UE stuff, but you should be able to ignore most of them, I think. Try increasing your lightmap size for your meshes, though?
Sadly, not that I know of. Unreal’s decals are… limited… compared to the Source ones.
I tried setting up a constant (the little tiny green box with a 0 in it?) and linked it to specular, but, again excuse my poor knowledge, because its set to “DBuffer Translucent Color” only Base Color and Opacity aren’t greyed out. Linking my constant to specular didn’t seem to change much, however I figured out that the odd lighting effect was coming from the skylight entity so I just deleted it, I was just adding in skybox effects with on real clue as to what they did and all it seemed to do was add an extra color hue to the map which I didn’t need anyways.
I’m just worried that if I ignore the errors that it will look choppy when I render the map into my game. I did some searching on how to fix the lightmap errors but all of them seem to refer me to using 3rd party programs like Blender and setting it up through that. Well, because I’m obviously importing everything using HammUEr, none of those solutions seem to apply to me so here I am asking for help, any ideas?
I see, I’ll just live with it, it’s not the end of the world.
if you want to take a look at my map and see if you get similar issues, here it is:
https://www.dropbox.com/s/sv51835zzjok22l/dow_anzio_a6.vmf?dl=0
all textures/mdls are coming from the dod:s.vpk’s and hl2.vpk’s, but I don’t expect you to have all that, but hopefully this helps
again, thanks for all the support
Have you tried grouping your arch sections?
That took care of the slight difference in lightmap colouring of the sections, which will have the bonus of also smoothing out the normals.
ok so I should just group all my geometry that are close together that’s giving me the odd lighting, thanks for taking a look, it’s a big map so sorry you had to sit through the long import, I really appreciate it.
Yeah, the smoother and vertex welder only work on cohesive groups, so either Hammer groups or entities (for all supported engines).
Also, it’s no trouble.
Doing some last minute feature adding for 1.5
I swear I’m going to feature freeze the current build and release it tomorrow, though.
And this time, I mean it. Honest.
Sweeeet! Quake 3 A or Quake Live ? (or both formats are identical?)