Sorry for all the questions haha
I had a look on the sprite and there is an additional textures array that you can add to so I think you may need to get that in the material but I’m not sure how to do that
Sorry for all the questions haha
I had a look on the sprite and there is an additional textures array that you can add to so I think you may need to get that in the material but I’m not sure how to do that
Could you upload the used textures please? I would like to test something with them Regarding them just being packed into a single channel or being a whole extra texture
(alpha textures are/were a thing, it may just not be common anymore, but you can also use a simple grayscale jpg as alpha input, and sometimes it might be easier to have them as completely separate texture)
Ok, i looked a little bit more into my test RPG char, and why it wasn´t working as expected, now it does Now i can add as much additional body armor and clothing as i want (exept weapons, the spear requiered a larger area than the main body sprite can offer, so this would be a spearate material).
And it really should be easy, since the LERP is almost idiotproof and does exactly what you want. Almost idiotproof, because during my testings and creating that broken first version, UE4 got somehow jammed and didn´t refresh some textures, leading to false lerp results that i tried to compensate with all that mess… which didn´t work very well ^.^
Also i had a case of not seeing the obvious solution, that was right in front of my eyes, something like “I can´t see the forest because of all those trees.” -.-´
Here is the resulting project. I converted that lerp into an additional function, which relies on that switch (except in the helmet case, thats a special situation), because this node combination is used for all additional clothing and armor pieces (would be your belt, belt outliner and headband).
Project:
RPG_Sprites.zip (1.1 MB)
Demonstration:
Also, if you want to recolor your pieces, then i suggest either creating the textures for them in grayscale, and multiply that texture with a color node, then use this result as input for the LERP or any LERP function.
OR, if you want use colored textures, then you always can desaturate them (make them gray, there is a node for this) and then multiply that deasturated result with a color node, should be the same as using a grayscale texture with a color node.
It´s just difficult to make a red piece blue, since blue usually contains no red
I just haven´t use any additional color, but you can totally include them, and link their result into the LERP.
Hope, this helps a little bit ^.^
Hey thank you SO much man, this really helps me and yeah I also have the problem sometimes of not seeing answers to problems when they are right in front of you haha!