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UTMultiTeam.UTMT_TeamMaterialTransformer
| Variables Summary | |
|---|---|
| LinearColor | BlueMask |
| LinearColor | GreenMask |
| LinearColor | RedMask |
| 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 | ||
|---|---|---|
![]() | CopySkinParameters (MaterialInstanceConstant NewMI, MaterialInterface MI)) | |
![]() | string | GetRootMaterialName (MaterialInterface Mat)) |
![]() | MaterialInterface | GetTeamColorShader (string MatName)) |
![]() | LinearColor | HueTransform (LinearColor L, float deltaH)) |
![]() | SetTeamHue (MaterialInstanceConstant MIC, TeamColorTransform TCT)) | |
![]() | TransformMaterial (MaterialInstanceConstant OldMIC, TeamColorTransform TCT)) | |
| Variables Detail |
|---|
Any base material with a given replacement name is swapped for the corresponding replacement material.
Named material scalar parameters to copy from the old material to the new
Named material texture parameters to copy from the old material to the new
Named material vector parameters to copy from the old material to the new
| Structures Detail |
|---|
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.
| Functions Detail |
|---|
CopySkinParameters Source codeCopy all skin parameters manually, since, eg, MI.TextureParameterValues.Length is 0, even though it has parameters we can use...
GetRootMaterialName Source codeReturn 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
HueTransform Source codeSpins the given color from its current hue by the amount given as deltaH and returns the transformed color.
SetTeamHue Source code
TransformMaterial Source code| 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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