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Projectors and Static Meshes

Posted: Mon 31. Oct 2016, 21:05
by Cat1981England
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.

Re: Projectors and Static Meshes

Posted: Mon 31. Oct 2016, 21:33
by Pegasus
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.

Re: Projectors and Static Meshes

Posted: Mon 31. Oct 2016, 22:16
by Cat1981England
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.
proSM.png
proSM.png (1.09 MiB) Viewed 13652 times

Re: Projectors and Static Meshes

Posted: Mon 31. Oct 2016, 23:30
by Cat1981England
Sorry to waste your time Peg. I restarted the editor and it's working now :oops:

Re: Projectors and Static Meshes

Posted: Mon 31. Oct 2016, 23:38
by GLoups!
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 :lol: )
-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:
Cat1981England wrote:Sorry to waste your time Peg. I restarted the editor and it's working now :oops:
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.

Re: Projectors and Static Meshes

Posted: Mon 31. Oct 2016, 23:48
by Cat1981England
Thanks GL.
GLoups! 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.
That's what is odd though, it was was the same in-game, missing certain parts of the SM. Must have been a bug :dunnosoz:

Re: Projectors and Static Meshes

Posted: Tue 1. Nov 2016, 00:09
by GLoups!
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

Posted: Tue 1. Nov 2016, 17:46
by Wormbo
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.