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Old 11-19-2017, 02:41 PM   #1
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Default Team dependent textures on BSP?
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Team dependent textures on BSP? Is this possible? Can I have a BSP surface show a different texture/shader depending on which core is blue/red (or triggered by anything)?
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Old 11-19-2017, 02:53 PM   #2
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There is support for lighting changes... but it does not work well. Never saw a texture one.

Not sure what you are doing, but could you use a team triggered mover? (which also is glitchy)

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Old 11-19-2017, 03:42 PM   #3
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Don't know about BSPs. But with SM it will work.
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Old 11-19-2017, 05:24 PM   #4
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Thanks for the fast replies.

There are a lot of good team colored textures that shipped with the game. It would be cool to have different sides of the map use team colored textures then swap them when the sides change.

Lights and SMs would be cool too. I'll look around later to see if I can find any info on how to do that but if one of you guys have a link handy to UDN or something with that info it would be appreciated.
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Old 11-19-2017, 11:44 PM   #5
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I have found that the team trigger for SM's and lights are unreliable... at best. If it could work that would be awesome, I wanted to do lighting in Tyrant with it.
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Old 11-20-2017, 01:57 PM   #6
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For materials there is MaterialSwitch and Wombo made xTeamMaterialSwitch but I don't understand exactly what they are for and how to use them like I want. I found them by accident trying to understand if a material instance would work for me.

https://wiki.beyondunreal.com/User:W...MaterialSwitch

I still can't figure out even where to begin with either lights or SMs. One of you guys want to point me in the right direction? How do you trigger a static mesh to change it's material? How do you trigger a light to change it's color? I don't think I'm using good search terms and I can't figure it out just by looking at things in the editor. I feel like I'm missing something obvious.
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Old 11-24-2017, 02:23 PM   #7
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Okay so how about SMs. I would like to use this sci-fi panel from Orbital. Its stock texture is ugly but in this map it uses two team colored shaders. It's a CTF map so there is no changing sides. There is no non-colored version of the same shaders. I could edit them in Gimp but I would rather have them change shaders for each round. So any idea how to do that? I understand the basics of events and triggers but I have no idea how to tie those to a texture or shader. I also don't know how to tie a trigger to a round change or if that's even possible.

I can't figure out how to use that xTeamMaterialSwitch that Wormbo made. It's an actor that gets placed in that map and I don't understand how it effects anything.

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Old 11-26-2017, 11:44 PM   #8
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Quote:
Originally Posted by Miauz55555 View Post
Don't know about BSPs. But with SM it will work.
Do you know a map that this is working in? I have futzed with it a lot and no luck.


I did get team colored lighting to work.

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Old 11-28-2017, 01:59 PM   #9
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Quote:
Originally Posted by Lagzilla View Post
Do you know a map that this is working in? I have futzed with it a lot and no luck.


I did get team colored lighting to work.

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Lag, don't go through much trouble for me. I'm mostly just curious. It has come to mind in the past (mostly BSP) so I thought I would ask.

Miauz pointed out to me that Medievel has some team colored meshes. They are modded versions of the team banners. The roofs for the towers at the core base. I haven't checked it out very well. I just opened the map in the editor to confirm I could find them and browsed the properties for a minute.

How did you get lights to work?

Check out the MeteorCity map. It's pretty cool. It has an arena theme with audiences and advertisements and is fun in that way but a lot of the BSP is team colored and doesn't change. That's why I gave up on editing it. IIRC the author said something about playing really long rounds against bots so I guess it's possible he never got to a second round.

Masterbath is the same way. The colored walls don't change. I don't think anyone even notices but on MeteorCity I think it would stand out more.

There's also that Deathrow map that darksonny recently pointed out.

BSP would be at the top of the list for team materials but I don't see that happening.

That SM in my screenshot uses a UV2Texture. I don't know how that is different from a skin.
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Old 11-29-2017, 12:18 AM   #10
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An update for the record.

I tried using the xTeammeshes from Medievel. I had hope when I was able to replace the rooftop mesh with the mesh from Orbital but it's not working like I want. What happens is it replaces the first material on the SM with the team colored shingles from the rooftop. In its properties it has fields for blue and red skins but they don't seem to do anything. I'm thinking the texture is in the script so I would have to decompile to see about changing it.

The team monitors Wormbo made work so that's cool. He did replace the neat texture on the monitor frame with something ugly but that can be changed in the properties.

I still haven't figured out the material switch thing but I have an experiment in mind that I need to try.
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Old 11-29-2017, 11:54 AM   #11
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The material switch thing is odd. It actually mungs the texture if you look at it in the texture browser. I assume I am making a simple mistake, since the editor is not intuitive.

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