UT3 Tuto Vehicle - part 2 art 4 Material Setup par Vehículos

For the materials we need certain types with the correct names as i'm not 100% if they get called by native code that we can't change, so lets be safe than sorry. names are Blue, Blue_BO, Spawn_Blue and Red, Red_BO, Spawn_Red which are all MatrialInstanceConstant, these are parented to materials in the VH_All/Materials package. Here i'll show you how to do the Blue MIC and you'll have to done the same for the others

Ok in the materials section right click on an open space and select New MaterialIntanceConstan (MIC)

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I name this Material MIC_cwjetbike_Blue

First we add the parent Material'VH_All.Materials.M_VH_All_Axon_Base'

Then add your textures into the TextureParameterValue, don't forget to tick the boxes as well

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Now for the other MIC's,

For the MIC_cwjetbike_Spawn_Blue we need to parent it to the MaterialInstanceConstant'VH_CWE_Jetbike.Materials.MIC_cwjetbike_Blue'

and set all the varibles show below (copied from the Manta mic)

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For the MIC_cwjetbike_Blue_BO we need to parent it to Material'VH_All.Materials.M_VH_Burnout' the rest is the same as above

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Bad news time yes we need another material this time its a MaterialIntanceTimeVarying, this is where the real BurnOut takes effect, create it as normal and parent it to you MIC_BO(above)

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As you can see there are a lot of values to set (this is the manta version) so for mine I just copied the values for now. The only texture you have to add is the Damage_Mask all the others are automaticaly copied from the MIC.

Ok how do you make a Damage_Mask? Answer not sure, but have a look at the picture below

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Here you can see how the colours of the mask act on the vehicle, remember when you make your mask use full colours eg:- red=255, the lightblue is B=255 + G=255. the background colour remains Black. As far as I can tell UT3 uses this mask to display the damage on the vehicle starting with the red area's and moving back to the green, i maybe wrong about this so we'll have to wait for comfermation from Epic

Now we do the same for the Red set.

Hopefully thats all we need so that we can now go and start the coding