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Old 14-08-2009, 08:45 AM   #21 (permalink)
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the fetus idea is awesome, and your doing it justice in your work.
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Old 14-08-2009, 09:50 PM   #22 (permalink)
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Quote:
Originally Posted by Ayren View Post
Wow talk about thinking out side the box, and you really went the whole way with the changing table and everything. I expect the specular is a wip but i kind of like the wet slimy sorta feel it has atm.
Yeah I didn't do too much with the material editor and textures yet so I still have a lot of work to do. I hope I'll have enough time to finish it before the deadline.

Quote:
Originally Posted by laughing_bun View Post
the fetus idea is awesome, and your doing it justice in your work.
Thanks, the idea actually came from listening to the radio. I heard the lyrics "I come from the water" and with thinking of what to do with the "tube" thing on the side I thought of that.
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Old 15-08-2009, 12:37 PM   #23 (permalink)
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Damn I just realized that the competition ends at +-0 GMT which would leave me about 30 minutes to do anything today when I get home at 5 pm. I was thinking I was going to have a few hours to finish up today, but I guess I won't make it to the deadline. Why couldn't you guys go by a US time.
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Old 15-08-2009, 03:59 PM   #24 (permalink)
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competition ends sunday, you have all sunday to submit
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Old 15-08-2009, 07:52 PM   #25 (permalink)
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Oh well that is good if true. I thought it was due at midnight tonight. That's a big relief as it would of been a little depressing not to get it submitted in time. Although I gained a lot from doing it so it wouldn't be too a big loss.
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Old 16-08-2009, 03:35 PM   #26 (permalink)
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Congrats on the submission, good stuff.

If your still having probs with alphas in UT3, I had the same problems. You have to attach the black/white image to 'OpacityMap', then change the materials blending mode to 'mtl_mapped' (or whatever it is). You can get these options by opening the material in the flowgraph style window, then deselecting. It should then be at the bottom of the window.

Good luck with the submission
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Old 16-08-2009, 03:36 PM   #27 (permalink)
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Oh, or if your opacity map is in the diffuse alpha channel, you link the white box to the 'OpacityMap' slot
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Old 16-08-2009, 03:58 PM   #28 (permalink)
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What options am I suppose to push for alpha when importing it? I may be screwing up some of the settings.
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Old 16-08-2009, 04:26 PM   #29 (permalink)
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For an alpha channel in UT, you'll want to save the image as a 32-bit targa (.tga). When you're importing the file ito UnrealEd, the default settings should work. Tbh, its probably easier to import a seperate blackwhite image for the opacity, so you can see whats going on
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Old 16-08-2009, 07:25 PM   #30 (permalink)
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Alright here is my two choices, I wish I had another day to actually tweak the settings, but time is up.

I really like the baby on the first one, but the unit itself looks a bit more solid to me.



vs

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