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- Material instances can be created either within the [[UE3:Unreal Editor|Unreal Edito ...Material Instance (Constant/Time Varying)''' if the package containing the Material isn't cooked. ...2 KB (278 words) - 11:55, 17 March 2010
- ...[[Legacy:UT2003|UT2003]] :: [[Legacy:Object|Object]] >> [[Legacy:Material|Material]] >> [[Legacy:RenderedMaterial|RenderedMaterial]] >> [[Legacy:ConstantMater A material that generates a constant color. Useful for creating tints and other effects. ...671 bytes (83 words) - 18:12, 2 December 2005
- ...[[Legacy:UT2003|UT2003]] :: [[Legacy:Object|Object]] >> [[Legacy:Material|Material]] >> [[Legacy:Modifier|Modifier]] >> FinalBlend (Package: Engine)}} ''What exactly does this class do except enabling alpha channels and creating UT1-style translucent textures?'' ...2 KB (302 words) - 13:02, 5 March 2005
- ...ObjectPool if there is one of the same class in it already, or instantiate a new one) with the following code: ...otator = Level.ObjectPool.AllocateObject(Class'TexRotator'); // allocates a TexRotator object ...3 KB (400 words) - 17:56, 2 December 2005
- ...y:ParticleEmitter|ParticleEmitter]]s or by actors drawn using DT_Sprite. "Material" and "texture" seem to be interchangable names. See the [[Legacy:Material|Material]] class page for the full class tree of materials. ...3 KB (449 words) - 14:36, 23 November 2005
- {{classbox| [[Legacy:UT2003|UT2003]] :: [[Legacy:Object|Object]] >> Material (Package: Engine)}} {{classbox| [[Legacy:UT2004|UT2004]] :: [[Legacy:Object|Object]] >> Material (Package: Engine)}} ...4 KB (429 words) - 21:55, 29 October 2005
- ......). It looks a bit like a tech doc... hey excuse my critics,you're doing a tremendous job :) ...that could become the "introduction to mapping" topic list, or maybe have a "basics" section at the top of the [[Legacy:Architecture|architecture]] pag ...4 KB (698 words) - 12:57, 5 January 2003
- There is a handy workaround I discovered which allows you to access the '''Materials'' You might think '''why is this usefull?''', well...If a mesh has had it's textures applied during the modelling process then those ...4 KB (522 words) - 06:02, 3 March 2005
- ...– separate .lwo files must be made for each object to be imported as a separate static mesh in UEd. ...it together in UEd, but are exported as separate LWOs (e.g. the facades of a building, and its rooftop edge trim). After building the components to fit ...5 KB (889 words) - 17:14, 2 December 2005
- ...to make the variable show up in that property group. If you don't specify a group name, the class name is used as the group. ...Legacy:Material|Material]] class adds the FallbackMaterial property to the Material group: ...7 KB (1,016 words) - 09:44, 24 November 2003
- Whether to automatically save after a time interval ...will not be asked to fully load a package before saving or before creating a new object ...2 KB (294 words) - 06:39, 17 January 2010