Searching for complete (or user's) guide about UT fire textures. I had found one many years ago but i lost it...
It told about different types of textures which can be created using UT Fire Texture engine, discovers variables and so on..
Help please, maybe someone will understand what i'm about..or have something similar to my description
Not really the same thing, but I have a pretty straightforward tutorial I wrote some time back on Ice Textures, which are a little more robust than Fire Textures if I'm being honest. I go over Fire Textures for about five lines in this; http://www.unrealsp.org/community/level ... tures.html
I not mean something related to weapons
I mean textures for exemple like GreatFire.utx, AlfaFX.utx and so on includes. Fire textures, Energy textures, Energy bolts and spherical lightnings... There WAS tutorial related to this theme
I never read any tutorial on that to be honest. The thing is you just choose pallete(usually from palletes.utx) and then try various variables/settings, paint with mouse left click, erase paint with right click. However it was always difficult for me to create them, it takes a lot of subtlety to make it right, wet textures are far easier to do.
you can't export them ... iirc, you create them using a small editor and they are stored in a UTX file or in myLevel. You will see that in the tuts mentioned here.
Export to PCX works for a texture (bitmap), but a fire (or ice) texture is not an image. It is really not difficult to make them, for example, to make a nice green torchflame takes only a minute or two, once you have a little practice
and that water pool shown below looks quite good ... ice? hmm
The only kind of procedural textures that I do nowadays are only ice textures.
They are not hard if you don't aim for precision, but once you want to have that generator point at the exact center or in other exact point, it's pretty damn difficult (unless you use a mouse macro or something similar).
I wonder which tool did Epic use to build precise textures, they certainly did not use the same editor they gave to us (nor for BSP for what is worth).
Epic wrote that fire texture subengine nearly completely in assembler, that way it was/is fast as fuck, but also seems to be limited in means of user comfort
Shadow wrote:Epic wrote that fire texture subengine nearly completely in assembler, that way it was/is fast as fuck, but also seems to be limited in means of user comfort
Well, the way it was coded shouldn't justify usability. They could as easily add some further tools in the fire texture editing, like a grid and a list of generator coordinates, and the fact that they do have precise fire textures in the retail packages tells us they certainly had such a tool but never released it for some reason.
I remember seeing a post from Wildcard with a perfectly made trollface using a FireTexture.
He used a mouse movement tool or something of that kind if I remember well.
Yeah, it was a mouse macro iirc (which would be the only way to do it as I mentioned above):
Feralidragon wrote:
They are not hard if you don't aim for precision, but once you want to have that generator point at the exact center or in other exact point, it's pretty damn difficult (unless you use a mouse macro or something similar).