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#22 (permalink) | |
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Senior Member
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Quote:
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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#23 (permalink) |
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Senior Member
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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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#26 (permalink) |
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New Member
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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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#29 (permalink) |
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New Member
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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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