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UTMultiTeam.UTMT_TeamMaterialTransformer

Modifiers
abstract

UTMultiTeam.UTMT_TeamMaterialTransformer

Variables Summary
LinearColorBlueMask
LinearColorGreenMask
LinearColorRedMask
array<ReplacementMaterial>ReplacementMaterials
array<name>ScalarParameterNames
array<name>TextureParameterNames
array<name>VectorParameterNames

Structures Summary
ReplacementMaterial
MaterialName, ReplacementMaterial
TeamColorTransform
B, G, Hue, R, VectorParams
VectorParameterTransform
ParamName, ParamValue

Functions Summary
function CopySkinParameters (MaterialInstanceConstant NewMI, MaterialInterface MI))
functionstring GetRootMaterialName (MaterialInterface Mat))
functionMaterialInterface GetTeamColorShader (string MatName))
functionLinearColor HueTransform (LinearColor L, float deltaH))
function SetTeamHue (MaterialInstanceConstant MIC, TeamColorTransform TCT))
function TransformMaterial (MaterialInstanceConstant OldMIC, TeamColorTransform TCT))


Variables Detail

BlueMask Source code

var LinearColor BlueMask;

GreenMask Source code

var LinearColor GreenMask;

RedMask Source code

var LinearColor RedMask;

ReplacementMaterials Source code

var array<ReplacementMaterial> ReplacementMaterials;
Any base material with a given replacement name is swapped for the corresponding replacement material.

ScalarParameterNames Source code

var array<name> ScalarParameterNames;
Named material scalar parameters to copy from the old material to the new

TextureParameterNames Source code

var array<name> TextureParameterNames;
Named material texture parameters to copy from the old material to the new

VectorParameterNames Source code

var array<name> VectorParameterNames;
Named material vector parameters to copy from the old material to the new


Structures Detail

ReplacementMaterial Source code

struct ReplacementMaterial
{
var string MaterialName;
var MaterialInterface ReplacementMaterial;
};


TeamColorTransform Source code

struct TeamColorTransform
{
var float B;
var float G;
var float Hue;
var float R;
var array<VectorParameterTransform> VectorParams;
};
Describes the transforms performed on a given material to turn it into the new team color using the new materials. Hue is the same as the hue value in the HSV color space (use the interwebs to find info on hue, saturation and value if you want more info ;)). R, G and B express a multiplier on the transformed values: 1 leaves the skin the same after the transform, greater then 1 makes the skins brigher, less than 1 makes them darker. VectorParams can be used to express material-specific parameter changes. For example, on a character skin you might want something along the lines of: ParamName="Char_TeamColor",ParamValue=(R=2,G=0,B=0,A=2) which would change the "Char_TeamColor" variable, that controls the glowstick distance effect to be red for this transform.

VectorParameterTransform Source code

struct VectorParameterTransform
{
var name ParamName;
var LinearColor ParamValue;
};



Functions Detail

CopySkinParameters Source code

simulated function CopySkinParameters ( MaterialInstanceConstant NewMI, MaterialInterface MI) )
Copy all skin parameters manually, since, eg, MI.TextureParameterValues.Length is 0, even though it has parameters we can use...

GetRootMaterialName Source code

static simulated function string GetRootMaterialName ( MaterialInterface Mat) )
Return the name of the material at the top of the instancing chain. This assumes that once we reach a MaterialInterface that has itself as its parent, we have reached the top of the chain.

GetTeamColorShader Source code

simulated function MaterialInterface GetTeamColorShader ( string MatName) )

HueTransform Source code

simulated function LinearColor HueTransform ( LinearColor L, float deltaH) )
Spins the given color from its current hue by the amount given as deltaH and returns the transformed color.

SetTeamHue Source code

simulated function SetTeamHue ( MaterialInstanceConstant MIC, TeamColorTransform TCT) )

TransformMaterial Source code

simulated function TransformMaterial ( MaterialInstanceConstant OldMIC, TeamColorTransform TCT) )


Defaultproperties

defaultproperties
{
   RedMask=(R=255.000000,G=0.000000,B=0.000000,A=1.000000)
   BlueMask=(R=0.000000,G=0.000000,B=255.000000,A=1.000000)
   GreenMask=(R=0.000000,G=255.000000,B=0.000000,A=1.000000)
}

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Creation time: Fri 23/12/2011 20:31:26.060 - Created with UnCodeX