Projectors and Static Meshes
- Cat1981England
- Posts: 2326
- Joined: Mon 23. Aug 2010, 16:35
Projectors and Static Meshes
Is it possible for projectors to project an image onto a static mesh in the same way they do brushes and terrain? Because mine keep rendering on entire faces while not rendering on others.
The Universal Declaration of Human Rights, Article 1:
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
Re: Projectors and Static Meshes
Copying one of the projectors used in stock ONS-Adara and pasting its contents into a plaintext editor should be able to shed some light on your question, as, IIRC, most of 'em cast their image on st.meshes and/or terrain.
Eyes in the skies.

- Cat1981England
- Posts: 2326
- Joined: Mon 23. Aug 2010, 16:35
Re: Projectors and Static Meshes
It does project onto them, but only on certain side. For example, this is just a copy and paste of the one from Adara. It projects onto the sides of the pillar fine, but not on the underside of the Sm above it.
The Universal Declaration of Human Rights, Article 1:
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
- Cat1981England
- Posts: 2326
- Joined: Mon 23. Aug 2010, 16:35
Re: Projectors and Static Meshes
Sorry to waste your time Peg. I restarted the editor and it's working now 

The Universal Declaration of Human Rights, Article 1:
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
Re: Projectors and Static Meshes
You have fews importants options there in projector's properties:
-bClipBSP and bClipStaticMesh:set them to true, can't remember why but it's ok like that
-bProjectStaticMesh to true for project on static mesh (obvious isn't it
)
-bProjectBSP
-Fov (work with DrawScale3D)
-bProjectTerrain
-bProjectOnBackFaces: Beware of it because it project on back faces of StaticMeshes that is to say it render your projection through the faces of SM, always set it to false.
-FrameBufferBlendingOp and MaterialBlendingOp give you how the textures is rendered, PB_None= PB_Modulate =common setting for theses ones.
-MaxTraceDistance very important: the distance that the texture is projected; give a high distance for the beginning and lowered it until it feel right (you'll have to play with DrawScale,Fov and MaxTraceDistance for adjust your Texture as you want it to be.
I suggest to put all the values to false except bClipBSP, bClipStaticMesh and bProjectStaticMesh to True.
Last thing: if you have Photoshop or something similar you can add a Alpha Channel to any Texture you want in which the percentage of gray will give the same percentage of opacity.
Edit:
-bClipBSP and bClipStaticMesh:set them to true, can't remember why but it's ok like that
-bProjectStaticMesh to true for project on static mesh (obvious isn't it

-bProjectBSP
-Fov (work with DrawScale3D)
-bProjectTerrain
-bProjectOnBackFaces: Beware of it because it project on back faces of StaticMeshes that is to say it render your projection through the faces of SM, always set it to false.
-FrameBufferBlendingOp and MaterialBlendingOp give you how the textures is rendered, PB_None= PB_Modulate =common setting for theses ones.
-MaxTraceDistance very important: the distance that the texture is projected; give a high distance for the beginning and lowered it until it feel right (you'll have to play with DrawScale,Fov and MaxTraceDistance for adjust your Texture as you want it to be.
I suggest to put all the values to false except bClipBSP, bClipStaticMesh and bProjectStaticMesh to True.
Last thing: if you have Photoshop or something similar you can add a Alpha Channel to any Texture you want in which the percentage of gray will give the same percentage of opacity.
Edit:
Forgot to mention: each time you rebuild the projection is overlay on the old ones, no need to restart the editor, just reload your map.Cat1981England wrote:Sorry to waste your time Peg. I restarted the editor and it's working now
- Cat1981England
- Posts: 2326
- Joined: Mon 23. Aug 2010, 16:35
Re: Projectors and Static Meshes
Thanks GL.

That's what is odd though, it was was the same in-game, missing certain parts of the SM. Must have been a bugGLoups! wrote:Forgot to mention: each time you rebuild the projection is overlay on the old ones, no need to restart the editor, just reload your map.

The Universal Declaration of Human Rights, Article 1:
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
Re: Projectors and Static Meshes
It can be a lots a things, for example somes StaticMeshs can have in their properties bAcceptsProjectors set to false, i think may be set bProjectOnBackFaces to true will project the texture on the underside.
Re: Projectors and Static Meshes
I think the UV map of the static mesh (the data telling with parts of a texture go on which faces of the mesh) matters as well. If some of the faces overlap on the UV map, projectors seem to get messed up because the engine can't distinguish between the relevant face and the other face(s) that overlap the relevant face's UV area.