editor Dave wrote:Wow, you made great progress in modelling! The only thing that bothers me are the dark edges around the "leaf sheets". That reminds of the nice, old UT bug that can't display his trees properly...
Black lights? According to your lighting tutorial, of which you gave me the link the other day, they already exist in the editor...
Black lights: No, they don`t. I am talking about dots new dark lights, which work as "subtractive lights" instead of the usual "normal lights". E.g. with brightness of 100, you reduce the lighting at the selected spot (light radius, you know...) for about 100 (works even with ZoneLight). The other thing you are talking about are just lights which do not light the bsp, instead only meshes. Two different things.

The modelling stuff: Well... the tree branches are based on the Tree1 mesh from unrealshare, I simply exported it as obj file and edited as like seen on the picture, here and there a litle bit scaling. The level itself also could be done in the editor as well, but it would take a lot of more time, A VERY LOT MORE TIME. I guess you like the picture more because of the ambience.

The black stuff on the leafes: Sigh... obviously this is mask later anyway! Remember, I have no plans with changing of any texture. I only cut here and there because of the later mesh shadows (shadow cast).
I already knew with the Kamah tree stuff how to outsmart the engine. Meshmaker: Simply set the bsp surfaces which are supposed to be mask with the poly flag Mask (surprise?) before you make the prefabs, and by setting the mask texture during import to mask as well, the shit always works then! Take a look at Kamah if you do not believe me, you should not be able to find any plant or tree with that mask display bug. Even if I can not change the original textures here, I am very sure, the poly flag Mask on the corresponding bsp surfaces is the most important factor to make them working correctly.
Edit: Ooook, I still have access on the newer devs, so whatever, howeer the dark lights are not usable outside of 227. They simply get converted to regular ones.
