Sniper's Paradise - Editor Tutorial!


Effects

Every surface in the Unreal Geometry has a list of flags, which set different types of behavior. These are accessed in the Flags tab of the Surface Properties window. To open, select texture and right click your mouse then select Surface Properties.


Masked: If a texture has masked areas, that is parts of it are absolute black (0,0,0 in RGB values), you can check this box to hide the black parts of the texture. This is used for some organic decoration or grates, for example. That way you can create the hanging vines used in some of the cave levels.

Invisible: Check this box and the texture becomes invisible. Normally used with sheets to build zone portals or invisible collision hulls. Also useful for attach movers.

2-Sided: All surfaces only have one side because an added cube does not need two. But if you add a sheet as a water surface, you will want it to become two sided, so you can see it from within the water as well as from the outside.

Portal: Makes the surface act as a portal. That means even if actors can pass this surface, it still divides two zones. Used for zone portals and water surfaces.

Mirror: Check this and the surface will become a mirror. It will still display the given texture, but also mirror the surrounding area. So use that with caution, because it can easily raise your polycount!

Special Lit 2/3: Every light actor has a special lit feature. That is corresponding to this setting of the surface. You can use it to create special lighting effects. For example, you have a green room, but one wall should magically be lighted blue. Then you add some blue light, set their special lit to true and check one of the boxes. That way the light will only control this surface.

Unlit: Check this box and the surface will not be influenced by any lights and the texture will be displayed as in the editor texture view mode. Useful when creating lava, for example.

Hi/Lo Shadows: You can set the textures on the surface to high or low detailed. In some areas it is useful to change this setting to create a shocking effect where the player fears his own shadow (Hi), or simply speed the game up (Lo). Check both boxes and you get a super-low detailed shadow.

Dirty Shadows: Something like a motion blur effect. The shadows in the game are displayed with clear edges. With this setting shadows become more realistic, but need more CPU power.

Translucent: That will make the surface see through. The texture is displayed, but you can see through it. Used for water surfaces.

Fake Backdrop: If your level has an outdoor area, you will want to create a skyzone. That is done in a different box, seperated from the rest of the level. If you placed a SkyZoneInfo in that box, you can check this, and the skyzone is displayed. It will replace any textures on the backdrop faking surfaces. In Rune you can have multiple skyzones in one level. You can choose which one is displayed in the ZoneInfo.

U/V Pan: Many textures are moving across a surface. Clouds travel through the sky, water flows through a river. These effects are created with the U/V pan boxes. You can set the speed at which the textures move in the zone info. Here you have to be aware of one thing. If you have a zone portal that should pan, a river surface for example, the setting of the zone that is faced by the first side is used. To find out where the first side is, uncheck the 2-sided button.

The Semisolid and Nonsolid boxes are grey because that setting can only be changed in the brushes propterties.

Rotate
You can rotate a texture on a surface in various directions. You can rotate the texture at 90 or 45 degrees, flip them about the U or V axis. That is useful for a fast change of the texture direction. You can rotate the texture direct and smooth in the 3D view by using the rotate texture button in the toolbar.


Pan
With panning you can move textures on a surface in the position you want them to be. An example: You have created a cavern system and now want to add some vines. These are masked textures, 128x128, but the vines themselves only take a small part of the texture. You use a sheet with the size 128x32 to add them. To make the vines appear on the texture you will have to pan it.

With the four buttons you can choose the direction with the amount setting the number of pixels the texture is moved if you hit a button. Reset will move the texture back to the default setting.


Align
Very useful to set textures on different surfaces to the same direction. See the descriptions for each button.


Scale
Here you can control the scaling of the texture. The simple scaling is what you will use most. In the pull down menu you will find some values, but you can add others by simply left-clicking in the field.

The custom scaling is difficult. Here you can stretch the texture in one direction. I do not advise this because the effect can be - ahem - strange.

When you have chosen a scaling hit the apply button and the texture will be rescaled. Know that all rotations, panings and alignments are undone when you click the apply button.


Editor
Here you can see some statistics of the surface.



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