|
These effects are very often used to make the look of the map more realistic. Such settings are Lensflares or coronas, Detail Textures, Mirror and Fog. As computer technology advanced with time, you may now have such computer that is able to use all of this without creating any problems like lag, and you woud like to see and use these settings in game. setting them to the "ON" position. These settings are located as follows in UED. Expand +Rendering » +Direct3D Support » you will have to understand that these settings will also have to be used in the map by the mapper that made the map, else you wont see them, as they were not used, this depends on the mappers knowledge. Detail textures are in fact the grey textures that make the grain of the main texture. For example the nerves of wood. It should be very obvious to anyone, that detail textures have a very small drawscale as they have to represent the "detail". To dexcribe what i mean, i will use the following example. If you would have a main wood texture of 256 and leave the drawscale of your wood grain detail texture at drawscale 1, then you would see a big wood grain as the detail texture would be aplied as the same 256 size over the main 256 size. This would not show up very realistic, also the detail texture shows up only from close range. So, we will have to scale down the drawscale for the detail texture to 4 times smaller than the main wood texture, like 0.25. Setting up these detail texture settings and asigning them to the main target texture. From here, i assume you know how to use the texture browser. - Select the detail texture you will use and rightclick it to bring up the properties. ![]() - As for all textures you will see 5 sections like Animation, Object, Quality Surface and Texture. It's that last section we will use, so expand it. - Texture » DrawScale = 0.25, now leftclick some other setting, and this 0.25 value will automaticly be taken as set. - Open the properties of the Main Texture. ![]() - Texture » DetailTexture, leftclick on the title itself (DetailTexture) the tree setting options appear far right like "Clear" "Use" and "3dots". - Be carefull and in the texture browser reselect the detail texture by RIGHTclicking it, ignore the contextual menu, as rightclicking selects but does not apply the texture in your map on some selected surface you might have forgotten. - Now return to your main texture settings, and at the DetailTexture field LEFTclick the "USE" option, the detail texture is now used by your main texture, again validate by leftclicking some other setting. Do never close an option window when the selection is still blinking or it wont be validated. You should see the detail textures group and name in that field now like this DetailTexture » Texture'MyLevel.1_detail71', when the field is not selected you're safe. Tricks and tips - Never use detail textures on other detail textures, it would be useless and take computing calculation time for nothing. - Never use detail textures in U-File packs from meshes, they are unused and don't show up. - Never use textures from U-File packs, as they don't use the effects flags like detail, mask you could end up with a texture that has by default Mask=On and would always have this. - The Macro Texture work similar to detail texture, but instead make huge detail from far view you can use this for moutains or floors in big outdoor maps to create stone or rock grain. - As a funny but yet well working option, you may use anothe existing texture as detail texture this will not show up as a real detail texture, but it my give another effects such as color change, imagine this, you have a chrome-like texture with nails, as you are closing in to this surface you can see another spotted metal texture, thats the detail color chager texture, fun. |