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Fog of war work in progress question

For the past week I've been trying to implement a fog of war system to my RTS. It's really hard because I'm kind of trying to only use blueprints. There is CanvasRenderTarget2D which helped me a lot, but I wish if there would be more functions support for it. JamesTan said he sent Epic more functions, but they didn't get accepted or something. Anyway here is how I tried to do it:

This implementation uses a large plane and masks out certain areas based on the characters: http://www.youtube.com/watch?v=ZA8JRdct4PU∈dex=2&list=PLXMvUkBC0Li-RZg2NEbJphysyobhfMYzg It's really bad because of the way it looks it's like a hole in a wall, not that good.

This one is a lot better, http://www.youtube.com/watch?v=8ykIkkJ5NuQ∈dex=3&list=PLXMvUkBC0Li-RZg2NEbJphysyobhfMYzg but the problem with that one is that it doesn't differentiate between high grounds and low grounds, so it looks really bad I want it to stop when there is a high ground ahead. It's made using one large decal with some masks on it.

I heard some people talking about post process, but I'm not sure how to implement that one. Also, how would I make different textures for different players?

Also how would I solve the high ground problem?

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asked Aug 27 '14 at 11:02 PM in Rendering

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Perhaps you could have a volumetric material, and then mask it using this technique?


As far as changing textures goes, in your material you would want to have an alpha channel on your diffuse texture that is white over areas you want to change colors and black over areas that should remain the same. Multiply this alpha channel by a vector parameter (color) and then Lerp that with your original diffuse texture. In your blueprint or code you can then modify this parameter value to any color you want.

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answered Aug 27 '14 at 11:20 PM

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avatar image Valkon Aug 28 '14 at 11:14 AM

Is there away to have multiple spheres derive one material? I want every unit in the game to be able to do that any ideas?

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