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kongzilla
15th Apr 2005, 11:22 PM
We are using unreal engine to make a story based level as a group project at Uni. It will all be done in a handrawn style.
It's all about spooky ghost stuff and we would like to know how to make things fade to or from invisibility when you approach them.
So say I'm walking towards a ruined building. It has a side caved in and looks like it's been bombed. I head towards it and at a certain distance I hit an invisible trigger and the building structure fades in so we can see it as a complete building.
Is that possible to do? We don't mind if we have to do some scripting to get it done, either.
Now with that in mind... Is it possible that we trigger a texture to not only fade on but look like it is sketching in? So the same example above, but as the structure fades in it also appears to draw itself and shade itself like someone sketching it on the air?
Is this an animated texture and a scripted texture?
Any suggestions on how to do this are welcome. :) Even faking it up some other way?
Please help

Angel_Mapper
16th Apr 2005, 12:12 AM
Something like this?

http://angelmapper.com/files/test/TEST-FadeIn.zip

I knew I kept all these random tests I did for a reason. :D

kongzilla
16th Apr 2005, 03:45 AM
Something like this?

http://angelmapper.com/files/test/TEST-FadeIn.zip

I knew I kept all these random tests I did for a reason. :D

Hey thanks! that's great. :) But how did you make it? where does the scenic route fader dealie thing happen? how can we implement this in our file? Is it hidden somewhere in unreal ed or do we have to get it from somewhere else? Did you write this yourself? (good work if you did)

Angel_Mapper
16th Apr 2005, 04:05 AM
I coded it myself, it should show up in the Actor browser so you can take a look at the code (you may have to uncheck and recheck Placeable Classes Only to get it to show).

The name is from a Matinee movie I was making that was going to use the actor, this was the test map for it. Ended up not making the movie though.

There's a problem with emitters and static meshes showing behind it while it's fading in.