1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

UEd Bad Raw Material Combinations

Discussion in 'General and Off Topic' started by -Tj-, Mar 20, 2006.

  1. -Tj-

    -Tj- New Member

    Joined:
    Nov 30, 2004
    Messages:
    268
    Likes Received:
    0
    I was working in UEd tonight and noticed that some of the combinations of Raw Materials display properly in UEd only to be rejected by the game engine when you play. This isn't the first time, either, and I don't think it's a video card issue since I'm running a GeForce 6800.

    Anyway, has anyone else found any bad combinations? It might be a good resource for us to have a list of what doesn't work so people don't try it, or at least what doesn't work on what video cards.

    I'll start:

    Combiners within Combiners: crashes UEd
    Combiner containing two cubemaped EnvMaps applied to a Shader in its Specular channel: shows up in UEd, but incomplete in-game -may have been a driver-related issue; other problems have now reared up that were working before



    On a side note, this kind of points out the reason the Backup Texture channel is in most of the Raw Material nodes. If the engine can't draw what you've made, it'll use the Backup Texture instead.
     
    Last edited: Mar 27, 2006
  2. Angel_Mapper

    Angel_Mapper Goooooooats

    Joined:
    Jun 17, 2001
    Messages:
    3,532
    Likes Received:
    3
    Using a ConstantColor as the SpecularOpacity in a Shader. :(
     
  3. -Tj-

    -Tj- New Member

    Joined:
    Nov 30, 2004
    Messages:
    268
    Likes Received:
    0
    Never attempt to put any shader node into itself. Result: UEd will crash.
     
  4. Vailias

    Vailias New Member

    Joined:
    Aug 9, 2004
    Messages:
    483
    Likes Received:
    0
    Well a constant color is an rgb triplet value, and specOpacity is a single 8bit chanel, so yeah that wouldn't work. Shader nodes into themselves is creating an infinite loop, so it would generate at least an error.

    good topic though.
    The show up in ued but fail in game has got to be one of the most annoying things, but yes it does happen.
    another thing that falls into that category:
    Using texModified procedural (ie a rotating ice texture) as one of the parts of a combiner.
     

Share This Page