Ghandaiah on 2/3/2005 at 13:06
So I spent some time tinkering with Emitters, and came up with an effect I like. It looks like this in the editor:
Inline Image:
http://www.theoppositeofyes.com/temp/hooray.jpgProblem is, it looks like this in-game:
Inline Image:
http://www.theoppositeofyes.com/temp/unhooray.jpgChances are it'd be best for me to post all the specific emitter settings, but considering the abundancy of those (and my not knowing what of all of it could possibly bear relevance), if anyone has any general ideas I'd appreciate the help.
While I've had a good amount of experience with Unreal-engine mapping in the past, I haven't done any mapping at all in a long time, so I'm pretty lost with troubleshooting this sort of thing. I don't know what the individual emitter settings could have to do with something like this if it's appearing correctly in the editor - the game just appears to be drawing a bright square box instead of the selected texture. I experimented with Texture settings and changing the texture but it still ends up as chunky bright pixels.
I just. Don't. Know. :)
Ghandaiah on 2/3/2005 at 17:16
Finally!
Okay, looks like I just solved my own problem (after a good deal of frustration) and this might be something of note in case you or anyone else runs into this same problem.
You may or may not already know about the "Thief3Particles" texture group in the Textures menu pull-down. As I was following along with the emitters tutorial, I guess I slipped up by not realizing that stuff was already listed in there - and there's a MatLib file by the name of T3_PARTICLES, which, far as I can see, is the same group of textures. Yet, apparently, choosing textures out of the T3_PARTICLES MatLib was what was causing the problem seen above. Upon manually changing the name of my selected texture in the emitter properties from
Texture'T3_PARTICLES.T3_PARTICLES.ritual_02' to
Texture'Thief3Particles.ritual_02', it works just fine. As such:
Inline Image:
http://www.theoppositeofyes.com/temp/uberhooray.jpgThis is a problem that does not really make sense to me, but if it does to anyone else, I'd be interested in whatever clarifications you can offer. I'm just glad I finally figured it out.
bloodyzeppelins on 2/3/2005 at 17:21
It doesn't make much sense to me either, but that looks really awesome. I can't wait to play your mission.