New texture > Class'Engine.ScriptedTexture' >>
bCaps = use capitals or not in the text shown.
Font, choose some from
Texturepack 2K4Fonts, group Verdana34, Verdana34_PageA
Strings are mostly same except some strings more to use
Example :
%lp leads the match with %lf frags : Will show as Assassin leads the match with 18 frags
As the Strings mean this >
%lp >> LeadingPlayer
%lf >> Leadingplayers frags
No more tweaking with a grid texture and hundreds of map tests
just to see if the text is right in place and has all it got to have.
When applying the Scripted texture, which is a green bubble texture like the default render texture,
will also show some small black text saying "Detached Client", if this text looks right
in place, then the panel is ready for use, that text shows if the texture is well aligned.
just these settings make it all happen >>
all settings are mostly automatic, only the
size for scrolling is up to you, something like 1024 on 32 could make a small and large
panel with 1024 as UClamp and 32 as VClamp.
You could use many other special textures like texpanner here >>
PanDirection >>
All at 0 if you make it a normal horizontal scrolling text from right to left.
YAW = 16384 if you like it vertical upstreaming or
- 16384 for down streaming
Pitch = 32768 for left to right or
- 32768 for right to left.
PanRate beeing the scroll speed variance
0.1 is readable
1 is fast like hell.
Not much more. Simple as i said.
New texture > Class'Engine.MaterialSequence'>>
In UED2 ever heard of and used animations for your screenshot ??
Well that's it, but with some added features.
You may use a texture (no mipmaps)up to 256 high on 512 wide.
Then apply an effects on it, Widely used for ScreenShots or monitor screens in map.
When the MaterialSequence Properties window shows up, you can see the specific
field for this texture collection and animation, found at the first line, called "SequenceItems".
At far righthand of this first field you can then click the Add button as many times as you
need to add sequence textures.
Now if you messed it all up, you can always restart all over with the "Empty" button
Obviously, this will remove all items (selected textures) and let you restart all.
Each time you add a slot, you can edit the settings for that specific slot.
for example add the texture as material with the far right "Use" button, if that texture uses
other settings like if this material was a shader, then you would see it here, you can also
effect here by clicking the "New" button far right on the field of the Combiner.
In the "Action" field You can chose from 2 options :
MSA_ShowMaterial
MSA_FadeToMaterial
The MSA_ShowMaterial will simply show the textures one by one while the
MSA_FadeToMaterial will fade each texture with the next one.
The Time field let's you put the time it will take from texture to texture.
You may choose 16 textures for the animation
perhaps more but i didn try that out, and btw it would be very long
and useless as nobody would watch this as a movie, be serious.
TriggerActions are not ingame
They are activated when the player clicks when he is maplist
Loop or not > very explicit setting.
Pause = true will pause the animation when clicked (firebutton)
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