UE3 - GoW Emitters + Material Q

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Kantham

Fool.
Sep 17, 2004
18,034
2
38
Hi,

I wish to have an emitter that will be displaying my material in a way that the material is always rendered; we could see it trough everything in occlusion with it. And the emitter would always keep the same scale no matter how far or close you are from it. For instance, the engine emitter sprite works that way.

Thanks!
 

Kantham

Fool.
Sep 17, 2004
18,034
2
38
Yikes. I think the Gears ED hates the lens flare with a passion, it's been crashing twice now after I close it to grab some material to assign it.
But yeah I think the lens flare could work, especially if they're dynamic.

Otherwise, do you have a solution?
Thanks.
 

Hourences

New Member
Aug 29, 2000
5,050
0
0
40
Belgium/Holland/Sweden
www.Hourences.com
LF were not really finished yet in GOW. Try not adding a material to the Source, but only add materials to the Reflections, then set a Reflection with 0 offset so it looks like it is the Source.
That worked in UT3 anyhow as work around.

No solution otherwise. You cant do it with a particle. The rendering in front of something is the hard part. If you enable that on a particle it goes through absolutely everything, so you can see it through the entire level. I have never found a way for it to behave like a lensflare, and I dont think it is possible.
 

Kantham

Fool.
Sep 17, 2004
18,034
2
38
No solution otherwise. You cant do it with a particle. The rendering in front of something is the hard part. If you enable that on a particle it goes through absolutely everything, so you can see it through the entire level. I have never found a way for it to behave like a lensflare, and I dont think it is possible.

That's exactly what I want! :)

Technically, it's an icon for objective, and I want the player to see it trough everything. And keep the particle on the same size at all distances (just like flares).

But really the flare editor makes my GOW Ed crash every time I'm minimizing it, then select a material (Not even at the part where I apply it yet).
 

Kantham

Fool.
Sep 17, 2004
18,034
2
38
Ok I've just tried from the world emitter's properties, from Emitter-> Display-> Rendering-> DephtPriorityGroup I've changed the value to Foreground. It seems to work but occlusion seems to be a problem still.

I'd want the emitter to be displayed at all times, trough the entire map until kismet decides to turn it off. A solution for the scale thing would rock too.

Thanks.
 

Kantham

Fool.
Sep 17, 2004
18,034
2
38
Hey I got it down. :)

It was the same settings I posted at #6, all I had to do is actually scale the emitter to the size of 50 or so, then reduce the emitter effect in Cascade. Now the engine goes kind of like "Hey, this thing is huge, I'll render it at all times like I'm supposed to do!!" :)

Thanks Hour.