ALPHA CHANNEL TUTORIAL FOR UT2004
Making an alpha channel mask with Paint Shop Pro 9.0.


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PHASE 3 - Building the Shader

Import your new texture to your level/map you want to. Once it's in, Right Click the texture and Compress it to DXT5. I use DXT5 for all my Alpha Texture Imports since it offers soft alpha gradients (DXT3 uses four-bit explicit alpha which only allows 16 distinct alpha values which is suitable for textures with sharp contrasting translucent/opaque areas. DXT1 does not support alpha transparency at all).

Time to make a new texture. Go up to "File" and Left Click "New". The Materail Class default is always shader and that's what we want. Type in a name you want to use. All shader files I build I end/tag with "Final". When done, Left Click "New".

Use your new texture you imported earlier as the "Diffuse", "SelfIllumination", and "SelfIlluminationMask". That's it. The Shader is ready for use.

Sidenote: When I build new textures in UEd, I will normally add a Detail texture from UCGeneric.utx as shown.

I built this simple cube with a slight raised floor showcasing the new texture. At the floor, I only have one light actor in the corner where the arrow shows. Honest!. Want to see the Lighting Only mode?

One click over and here's the Lighting Only mode. Not only are we saving game FPS using this "fake illumination" in lieu of dozens of Light Actors, but we also get a great looking, evenly lit floor.

I hope this exercise wasn't too long or difficult to comprehend. Once you do a few, you'll get the hang of it.

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Gradient
Page2
Masking
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Shader



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