Unreal Tournament 3 marks the return of the world's première first-person shooter. It unleashes the full power of Unreal Engine 3, taking graphics, gameplay, and challenge to a whole new level. Players engage in intense battles with other human players online, or against Unreal artificial intelligence that sets the industry standard. With the most powerful futuristic weapons and vehicles available, this is FPS action at its best!

Report article RSS Feed TF2 Shading in UT3

I'm not going to write much as this should be self explaining to anyone knowing the UT3 materialeditor, all this is based on valves techpapers on TF2

Posted by polyphobia on May 21st, 2008
Intermediate Textures.















Post comment Comments  (0 - 50 of 58)
Xylemon
Xylemon May 22 2008, 12:20am says:

WOW! IT LOOKS JUST LIKE THE HEAVY!

+5 votes     reply to comment
mflux
mflux May 22 2008, 3:01am says:

Man, this is a well made tutorial. Showing it rather than telling, I must give props to this. Someone can even reproduce this in Maya or 3D Studio Max based on this tutorial. Brilliant!

+4 votes     reply to comment
polyphobia
polyphobia May 22 2008, 3:32am says:

back when i made it i didn't know how to create an upvector to limit the phong rimlight to only faces that are looking upwards, this is how you do it

vector3 of 0,0,1 > Vector Transform set to WORLD > Component mask set to B > Constant Clamp

this multiplied with the phong rimlight limits the effect on the uplooking faces...

+3 votes     reply to comment
leilei
leilei May 22 2008, 3:57am says:

wacky, i'll keep this in mind

+1 vote     reply to comment
ambershee
ambershee May 22 2008, 5:35am says:

Nice work :)

Shame the image resizers make it difficult to see. Fortunately, you can still save the files to your machine to see 'em.

+1 vote     reply to comment
sbnewsom
sbnewsom May 22 2008, 6:09am replied:

Drag the image into the browser's address bar. Let go and press enter...unless it automatically goes to the link automatically like in firefox.

+1 vote     reply to comment
ambershee
ambershee May 22 2008, 7:59am says:

Hmm, I just gave it a whizz with a stock mesh, and couldn't replicate the effect; it's just coming out black. It'd probably help to have a little text in there explaining the settings for certain things, such as the material node settings themselves, and such like.

+1 vote     reply to comment
ambershee
ambershee May 22 2008, 8:22am says:

I set the BSP lighting channel, and it seems to be visible now :)

+1 vote     reply to comment
polyphobia
polyphobia May 22 2008, 8:41am replied:

sure the lighting channel of the object should use a lightchannel the actual lightsource emits light to. i.e. dynamic on both the lightsource and the object

and keep in mind a lot of the optic is made because of the ambient cube they use

+1 vote     reply to comment
ambershee
ambershee May 22 2008, 10:00am replied:

I'm aware of that. Perhaps my mesh requires use of a light environment, however, as it wouldn't allow me to use a static lighting channel; it will still appear black and unshaded in-game; setting the BSP lighting channel is only a temporary solution.

+1 vote     reply to comment
SinKing
SinKing May 22 2008, 9:28am says:

Incredible, if you can create material setups like this, I don't want to know what your kismet sequences look like. It's really sweet to learn using Unreal ED from nice people, who take the time to break up something complicated into small enough chunks.

Thanks!

+2 votes     reply to comment
polyphobia
polyphobia May 22 2008, 9:58am replied:

well i'm totally stupid with math, wish i had learned more back in schooltime xD
So the only thing i could do with the formula that valve has give, is to break it up into smaller chunks and reverse build it up to get the look i was aiming at. For Airborn we changed a lot on the shading but it was good to learn how the math behind TF2 works.

+2 votes     reply to comment
ambershee
ambershee May 22 2008, 10:01am replied:

Materials are so much easier to understand than Kismet. Everything in the material editor is a named term that does exactly what it says on the label. Kismet is a mish-mash of apparently random expressions that may or may not do what you want them to...

+2 votes     reply to comment
Kasplatt
Kasplatt May 22 2008, 10:08am says:

right-click > view image works too ;)
nice tut anyway , I love this kind of shading , probably use it sometime

+1 vote     reply to comment
INtense!
INtense! May 22 2008, 12:11pm says:

I've made it so that the images are clickable now, should help you get a bigger view.

+2 votes     reply to comment
ambershee
ambershee May 22 2008, 12:20pm replied:

They were clickable. For example though, try the last image. It is still resized by the scripts, and cannot be read.

+1 vote     reply to comment
polyphobia
polyphobia May 22 2008, 12:30pm replied:

thanks for your help :)

+1 vote     reply to comment
Chabs
Chabs May 22 2008, 12:46pm says: Online

Wow! Good job! He looks like the HWguy! Lol, UT3 will now be = to TF2 =p

+2 votes     reply to comment
angry_bot
angry_bot Dec 5 2008, 4:49am replied:

Never was < than TF2. :P OH GOOD A HALF-YEAR LATE COMMENT DON'T YOU LOVE THEM!

+1 vote     reply to comment
hushpuppy
hushpuppy May 22 2008, 4:34pm says:

DUDE this is ******* brilliant :D !!!

+1 vote     reply to comment
Darknet
Darknet May 22 2008, 6:21pm says:

Nice good information about this.

+1 vote     reply to comment
Arkanj3l
Arkanj3l May 22 2008, 8:43pm says:

I need to cry some more.

+1 vote     reply to comment
Husayn-al-Musayyab
Husayn-al-Musayyab May 23 2008, 10:57am says:

Funny!

+1 vote     reply to comment
Cookie_Dough
Cookie_Dough May 23 2008, 11:01am says:

First Toturial i have sean on the newsboard

+2 votes     reply to comment
axe922
axe922 May 24 2008, 6:37am says:

soo cool

+1 vote     reply to comment
Baxayaun
Baxayaun May 24 2008, 6:47am says:

Impressive!

+1 vote     reply to comment
BunnyKinx
BunnyKinx May 26 2008, 7:24pm says:

so simple and yet so kick *** :D well done mate :D

+1 vote     reply to comment
BunnyKinx
BunnyKinx May 26 2008, 8:47pm says:

I FAILED!!! I TRIED IT AND FAILED lol

i dont know why i followed your tut exactily and all i got was a black object? any tips?

+1 vote     reply to comment
polyphobia
polyphobia May 27 2008, 11:01am says:

did you say the shader that it is an custom lighting model and not a phong etc?

+1 vote     reply to comment
BunnyKinx
BunnyKinx May 27 2008, 12:06pm replied:

sorry mate i dont know what you mean. i just took a model from unreal (mineing bot) and copied the material editor stuff you have there (except the cubemap thing cause i did not understand it)

but it just came though black.

sorry for the hastle :D

+1 vote     reply to comment
polyphobia
polyphobia May 28 2008, 10:19am replied:

because you're plugging my shader into the custom lighting node so you have to tell the shader that it is an custom lighting shader, just cklick in a empty region in your shader, and use the bar on the bottom of your material editor, there you can change it from phong to custom lighting

+2 votes     reply to comment
BunnyKinx
BunnyKinx May 28 2008, 4:02pm says:

now i feel really stupid. thanks and i will need to reset it all up :D lucky me :D

thanks again i will let you know how i get on.

one other thing what do i do about the prameter cubemap thing
i dont know what im supposed to attach to it

thanks :D

+1 vote     reply to comment
polyphobia
polyphobia May 28 2008, 5:17pm says:

a cubemap ;) thats basicly a ambient color, in case of a cubemap you can control more then just one color, so you can fade between a skycolor and a ground color, so it will be birghtened from the sky in another color then from the ground. In TF2 they just calculate that cubemap out of the level... you could use a simple color too, just less control

+3 votes     reply to comment
Dremth
Dremth May 31 2008, 7:04pm says:

i think someone should post a tutorial on scripting npcs to be friendly to you or attack only certain things. also how to make scripted animation for npcs to walk to a certain place, stop, do something, walk somewhere else, etc.
ive been wanting to do this for a long time but i cant find information anywhere on npcs in ue3.

+1 vote     reply to comment
polyphobia
polyphobia Jun 1 2008, 5:48pm replied:

why not just do it via matinee? playing a given sequence should be way easier to do, especially for someone with limited scripting knowledge.

+1 vote     reply to comment
Dremth
Dremth Jun 3 2008, 12:09pm replied:

well, i dont know how to use matinee and i didnt know you could do it that way. i guess i need to learn about matinee now.... :P

+1 vote     reply to comment
polyphobia
polyphobia Jun 3 2008, 3:10pm replied:

matinee is used for moving elevators in ut, i guess you'll be able to move anything with it :)

+1 vote     reply to comment
Dremth
Dremth Jun 3 2008, 10:11pm replied:

i cant figure out how to get something to play an animation. i can view the existing ut3 animations in the viewer but i dont know how to get them to play on a static mesh or whatever using matinee or kismet or anything.
for example: i want just a plain ut3 human model to stand there and play a looped idle animation. the model and the animation is built into ut3 and i can view them in the editor but i dont know how to get the animation to work. ive messed around with matinee and can do things like lights, doors, and elevators, but i dont know anything about animation and i cant find any docs or tutorials on it.

+1 vote     reply to comment
Dremth
Dremth Jun 4 2008, 11:19pm replied:

ok... i figured out how to get it to animate finally. for anyone who'd like to know, do this:

1. select and place a human SkeletalMesh in the map. I used CH_AnimHuman.Mesh.ImportMesh_Human_Male

2. go to Properties-> SkeletalMeshActor-> SkeletalMeshComponent-> SkeletalMeshComponent-> add a new AnimSet in the array and set it to CH_AnimHuman.Anims.K_AnimHuman_BaseMale or any other animset you want.

3. then go to Properties-> SkeletalMeshActor-> SkeletalMeshComponent-> SkeletalMeshComponent-> Animations-> AnimNodeSequence-> and set the AnimSeqName to CC_Human_Male_Idle or any other sequence from the animset you selected. then, make sure you check bPlaying. if youre going to use the idle sequence you could check bLooping, but that's really just for whatever you need.
you may also want to set some sort of physics attributes so you cant walk through the guy. you'll also need dynamic lights if you want your guy to be lit properly.

i hope this helps anyone who was wondering how to do this.

+1 vote     reply to comment
Mualama
Mualama Apr 28 2009, 5:47pm replied:

how do you make the character move around? like i can make the animation of him running, but he doesn't go anywhere

+1 vote     reply to comment
Mualama
Mualama Apr 11 2009, 3:15am replied:

ditto dude, i can't find out how to make animations in game cinematics

+1 vote     reply to comment
Monkeynutz
Monkeynutz Jul 10 2008, 4:39am says:

Thnx for the tutorial Polyphobia! I made a material exactly how you did it although the results are not the same. Is it possible to show me all the textures that you used so I can fully understand them?

+1 vote     reply to comment
Monkeynutz
Monkeynutz Jul 10 2008, 5:16am says:

When i insert the Ramp texture I get wierd blocks in the material editor??

Example: Nani-yo.com

+1 vote     reply to comment
nsamadisy
nsamadisy Feb 19 2009, 1:00pm replied:

I just went through this... had some of the same problems listed here. First, the weird blocky shadow is probably just in viewer... try building a room with a couple of lights, be sure to turn composite shadows on when you put your model in the room. That's what fixed it for me.
I also had a problem with the shadows looking like I had 2 textures on top of each other... sort of rectangular light and dark shadows phasing in and out of each other which the composite shadows fixed.
I still get some harsh black shadows, but maybe I just need to tweek the numbers a bit, I dunno.
Anyone here get those pitch black shadows? is it just the way this shader works or can i do something to lessen that straight light to black shadow?

+1 vote     reply to comment
Upstart
Upstart Jun 7 2010, 1:51pm replied:

For everyone who has this problem with recent UDK builds -- It seems like they've introduced a rendering bug with the blend mode "opaque" for custom lighting.. Use the blend mode "SoftMasked" and it will be fine.

~B

+1 vote     reply to comment
Upstart
Upstart Jun 7 2010, 3:43pm replied:

Sidenote - Make sure you CLAMP the gradient texture in texture properties, otherwise, you will get weird results.

+1 vote     reply to comment
nsamadisy
nsamadisy Mar 1 2009, 11:28pm says:

Hey guys, I have been at this for a while now... but I am still getting really dark shadows, as if my half lambert isn't working right. Any suggestions?

+1 vote     reply to comment
nsamadisy
nsamadisy Mar 2 2009, 11:35am says:

One more question, what do you have in the "Parm 2D Exponent"... I made an image up to resemble what you have there, but I still don't know what exactly is supposed to be there.
Thanks.

+1 vote     reply to comment
polyphobia
polyphobia Apr 3 2009, 4:45pm replied:

it's a mask for the specular, black is no specular, white is a lot of spec

+2 votes     reply to comment
krg
krg Mar 13 2009, 8:01pm says:

This is brilliant. Great article.

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Unreal Tournament 3
Platforms
Windows, PS3, X360
Developer
Epic Games
Publisher
Midway Games
Contact
Send Message
Official Page
Unrealtournament3.com
Release Date
Released Nov 18, 2007
Game Watch
Track this game
Tutorial
Browse
Tutorials
Report Abuse
Report article
Related Games
Unreal Tournament 3
Unreal Tournament 3 Single & Multiplayer First Person Shooter
Related Engines
Unreal Engine 3
Unreal Engine 3 Commercial Released Aug 31, 2007
Related Groups
Epic Games
Epic Games Developer & Publisher
Unreal Tournament 3 Mod Developers
Unreal Tournament 3 Mod Developers Fans & Clans group with 232 members