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TSE and the long rocky road
TSE and the long rocky road
| Name: | Mark Pilkington | ![]() |
|---|---|---|
| Date Posted: | Oct 16, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Mark Pilkington |
Blog post
Virus my TGE game has taken alittle back seat while I try and get my head round the engine more and moving to TSE has been interesting.
Getting my head round shaders all over again has had some highs and some lows but as always the community has done a stirling job.
A TSE project I;ve been working towards called ANIMAL has pushed me into learning the engine alot more from a TSE perspective. I don't want to get into any real detail about the game as theres not been a great deal done and things have a habit of just falling through.

(The front end I knocked up - my first ever front end by the way. Look ma! I'm really learning)


(A place holder environment with some tasty glow maps - built in 3DWS)

My first ever animated character - a place holder that still needs the full set of animations I plan on the player doing)

This is the player head - low-poly with normal map. The place holder guy has a changable head as the player will be able to wear masks and other head gear which will swap the head out for another)
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OKay What have I learnt:
This is a basic material for a diffuse map and normal map. I always use an _d or _local to tell the textures apart...its a doom3 habit. and I also use _g for glow textures now. The higher the specularPower the less noticable the specularity is - no idea if this is right its just what I've noticed and the parm above is the spec colour.
mapTo = I think is your base diffuse texture that your other texture effects will get applied to or if they are in another location....I think. I've found if I'm not using a texture effect like a glow or normal map then I don't need to use the mapTo parm, it all seems to work fine.
Things I don't know and need to learn:
1) Can you use a specular map texture to specify the specularity of a material rather than using an overall spec.
2) I have no idea how to get textures with an alpha to work; either on a dts model or in a dif model - I'm pretty despirate for this one haha. I read somewhere that alpha textures aren't supported in shaders...if this is true then how the hell is that set up?...maybe I dreamt that.
3) I've been playing around with lights and at the moment I want to make a strong shaft of light for the windows and at the moment I have no idea how to do this.
4) Like 2, I need a shiny transparent sheet of glass material but again..I have no idea how to ahcieve this.
-------
Sorry for such a long plan here but its all new and I'm excited. I still need a programmer that can devote some time to this project and I'd love to shift this over to TorqueX once released. Well this is the level where I'm at in TSE so its going ok
Hope you enjoyed the screenshots.
Getting my head round shaders all over again has had some highs and some lows but as always the community has done a stirling job.
A TSE project I;ve been working towards called ANIMAL has pushed me into learning the engine alot more from a TSE perspective. I don't want to get into any real detail about the game as theres not been a great deal done and things have a habit of just falling through.

(The front end I knocked up - my first ever front end by the way. Look ma! I'm really learning)


(A place holder environment with some tasty glow maps - built in 3DWS)

My first ever animated character - a place holder that still needs the full set of animations I plan on the player doing)

This is the player head - low-poly with normal map. The place holder guy has a changable head as the player will be able to wear masks and other head gear which will swap the head out for another)
------
OKay What have I learnt:
new Material(bigblocks)
{
mapTo = bigblocks_d;
baseTex[0] = "bigblocks_d";
bumpTex[0] = "bigblocks_local";
pixelSpecular[0] = true;
specular[0] = "1.0 1.0 1.0 0.1";
specularPower[0] = 38.0;
};
This is a basic material for a diffuse map and normal map. I always use an _d or _local to tell the textures apart...its a doom3 habit. and I also use _g for glow textures now. The higher the specularPower the less noticable the specularity is - no idea if this is right its just what I've noticed and the parm above is the spec colour.
mapTo = I think is your base diffuse texture that your other texture effects will get applied to or if they are in another location....I think. I've found if I'm not using a texture effect like a glow or normal map then I don't need to use the mapTo parm, it all seems to work fine.
Things I don't know and need to learn:
1) Can you use a specular map texture to specify the specularity of a material rather than using an overall spec.
2) I have no idea how to get textures with an alpha to work; either on a dts model or in a dif model - I'm pretty despirate for this one haha. I read somewhere that alpha textures aren't supported in shaders...if this is true then how the hell is that set up?...maybe I dreamt that.
3) I've been playing around with lights and at the moment I want to make a strong shaft of light for the windows and at the moment I have no idea how to do this.
4) Like 2, I need a shiny transparent sheet of glass material but again..I have no idea how to ahcieve this.
-------
Sorry for such a long plan here but its all new and I'm excited. I still need a programmer that can devote some time to this project and I'd love to shift this over to TorqueX once released. Well this is the level where I'm at in TSE so its going ok
Hope you enjoyed the screenshots.
Recent Blog Posts
| List: | 08/28/07 - Normal map tutorial 10/16/06 - TSE and the long rocky road 08/06/06 - Virus: SC Screenshots 06/25/06 - Virus: survivor chronicles update 06/13/06 - UFO/Xcom style game hits development |
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Submit your own resources!| Andy Hawkins (Oct 16, 2006 at 12:49 GMT) |
| J.C. Smith (Oct 16, 2006 at 13:52 GMT) |
| Mark Pilkington (Oct 16, 2006 at 13:58 GMT) |
Edited on Oct 16, 2006 14:23 GMT
| Michael Hense (Oct 16, 2006 at 14:27 GMT) |
--Mike
| Edward Smith (Oct 16, 2006 at 14:31 GMT) |
you may want to try the VolumeLight for this?
| Mark Pilkington (Oct 16, 2006 at 14:54 GMT) |
| Mark Pilkington (Oct 16, 2006 at 15:37 GMT) |
new Material(fire_fence)
{
baseTex[0] = "fire_fence_d";
translucent = true;
translucentBlendOp = LerpAlpha;
pixelSpecular[0] = false;
};
You will most probably be able to set a normal map up for this pretty easily aswell.
| Erik Madison (Oct 17, 2006 at 10:32 GMT) |
| Manoel Neto (Oct 17, 2006 at 12:52 GMT) |
In opaque materials, the specular value is multiplied by the diffuse texture's alpha. So you use the alpha channel as specular mask.
I'm not sure about transluscent materials, but they probably use the alpha from the normal map texture instead, since the diffuse map alpha defines transluscency.
Edited on Oct 17, 2006 12:54 GMT
| Andy Hawkins (Oct 17, 2006 at 23:34 GMT) |
| Mark Pilkington (Oct 23, 2006 at 10:52 GMT) |
| Andy Hawkins (Oct 23, 2006 at 13:22 GMT) |
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