Bros,For a new map im working on, Im trying to find out how to make a smooth transition on a Material Instant Constant.The map is build out of Cubes only, but I'm still aiming for a HOLP map. Trying to see how this will work out.. Anyway, my MIC is working through a Spawn Indicator event. Turning all the Red Cubes, into Purple ones, when the UDamage spawns.
I want to make another MIC for some White cubes turning Red which are activated by a trigger event of Touch (TriggerVolume).This MIC works, but it looks kind of weird when you touch it and would be better if it had some kind of "Fading transition" of at least 1 second. (White turning Red)Does anybody know how to delay a MIC in Kismet for a smooth transition between the two materials?
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My thought would be to use one material that can be controlled to either be white or red. Then use Kismet to control the vector parameter RGB values, over a period of one second, of the material to transition between the two colours.Go into the Tutos;Links & Tips section here at UOF and look at the 'flashing/pulsing lights' tutorial for an idea of what I mean.The only problem with my method is that any surface/mesh that uses the material will be affected. If you're thinking along the lines where individual cubes change colour when the player walks onto them then each cube will need to have it's own MIC and trigger/touch volume. In this case it may be better to have a chunk of cubes change rather than each one.
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Thanks bro. Great info, will look into that.Background info: I found some posts on Epic on the UT3 and the UDK forums that Delaying MIC's on BSP often causes bugs, because Delay's are not triggered properly on CSG surfaces.Anyone has any experience with bugs like that?I'll guess there is only one way to find out for myself
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Thanks both. I have another question though.(Also laid this question on the Epic forums: HERE)So, the sequence is working fine, and has a nice smooth transition using matinee. As well as it resets itself after walking outside the volume. Sometimes the sequence is not triggered, or it takes 2 touches of the trigger volume to trigger it.I did some testing, and might have found a simple solution. Stay with me here:All of the triggervolumes are all about 128x. I have copied the the existing sequence and placed 127x triggervolumes inside of the existing 128x triggervolumes.I have 2 exact sequences going now.Now, the questions are: - I need some kind of If statement. How would I set up below?:If the 128x volume IS triggered, then leave the 127x volume untriggered.If the 128x volume IS NOT triggered, then trigger the 127x volume!I hope to take out bugs out of the trigger part. - Does placing a second Trigger volume inside of a existing one affect map performances, existing sequences, even map loading etc. in any way (Does it harm my map
The epic forums link is not working, http://forums.epicgames.com/threads/942973-Q-Second-Trigger-Volume-backup-inside-existing-Trigger-Volume?p=31031309
I'm not familar with Kismet but this won't be a performance hint.
When does those issues occur specifically? I could only imagine the sequence is not yet finished when you enter and leave the volume in a short time. There might be also another way to get around this?
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Oops, link referenced to a post edit. Thnx for pointing that out.This is the appropriate link: http://forums.epicgames.com/threads/942973-Q-Second-Trigger-Volume-backup-inside-existing-Trigger-VolumeThe issue occurs when I have already entered the volume more then once.So it always works the first time, second, third, and fourth time, but after a period of time, it doesnt seem to be triggered at first touch, it sometimes requires 2 touches then.Not always, its a kind of buggy issue.