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Legacy:Texture Properties

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Revision as of 08:27, 14 August 2006 by Xian (Talk) (Mysteries of the Sound)

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Shows properties for a Texture (UT). Multiple instances of this window can be opened by right-clicking a texture in the Texture Browser.

See also http://unreal.epicgames.com/Fire/AnimatingTextures.htm

Note: This page contains the properties of UT textures. See Texture for the list of properties available for UT2003 textures.

Properties[edit]

Animation[edit]

AnimNext 
Next texture in an animated texture sequence.
PrimeCount 
Number of frames that are pre-rendered before the texture is displayed the first time; that's useful for dynamic textures that need to "build up" at startup (FireTextures, for instance).
MinFrameRate, MaxFrameRate 
Frame rate for animated textures. These two properties specify the range of possible frame rates the engine can choose from; it attempts to automatically select an animation frame rate to minimize aliasing artefacts which lead to the effect of a texture animation not looking smooth. (If you want to enforce a particular frame rate, set both properties to the same value.) If set to zero, the animation is played with the user's game frame rate.

Quality[edit]

bHighColorQuality 
High color quality hint.
bHighTextureQuality 
High color quality hint.
LODSet

Surface[edit]

Note: the class script says "out of date" here.

Texture[edit]

Subtextures[edit]

BumpMap 
Bump map to illuminate this texture with.
DetailTexture 
Detail texture to apply.
MacroTexture 
Macrotexture to apply, not currently used.

Sounds[edit]

FootstepSound 
Footstep sound.
HitSound 
Sound when the texture is hit with a projectile.

Surface properties[edit]

Diffuse 
Diffuse lighting coefficient.
Specular 
Specular lighting coefficient.
Alpha 
Alpha.
DrawScale 
Scaling relative to parent.
Friction 
Surface friction coefficient, 1.0=none, 0.95=some.
MipMult 
Mipmap multiplier.

Discussion[edit]

Xian: Is HitSound actually working ? I assigned a sound to a texture from teh editor, saved the texture package etc., but as I shot it, no sound came out (and yes, as yo uexpected, I mean UE1). So there are 2 situations, I didn't do something (or did it wrong), or it isn't implemented in UE1. If anyone succeeded at doing this, I'd appreciate some feedback.

Xian: Hmm... upon further tests, a texture that had a footstep sound reacted to it being shot and playing the footstep sound (which didn't sound as bad). But setting footstep sounds didn't apply to all textures... strange :(