MilkShape and textures
by Geoff Birch · in Artist Corner · 10/04/2003 (1:56 am) · 2 replies
Ok, I know thisd problem has been discussed before but I'm following the previous advice and still having problems. Hopefully someone will be able to clue me up to my mistake.
I've got a model in MS that I've exported to Torque and I'm trying to add env maps and per pixel transparency to it. env maps just don't do anything (slider below specular in the middle so it should be exporting) and the transparency (slider below emmisive) does it on a per material basis so I can change the alpha of the entire texture but not on the per pixel basis I want.
The first problem I thought I was hitting was the png format and the way most recent programs don't keep a seperate alpha channel. Got an old png exporter and now my files come out like this. Even Windows Picture and Fax Viewer can work out the alpha and PS 7.01 opens it as a normal layer (RGB channels) and a seperate alpha channel. From previous posts that sounds like it should be working.
That's as far as I've got with transparency, I've associated the texture in MS (although it does the error downloading texture thing as 1.6.6a still doesn't do alpha in png either channel or transparency) but the exporter is still just doing the make entire material one level set by slider (documentation says that shouldn't be the case).
For the env map (same thing with the alpha texture and using the right slider) I've also checked to make sure in the source that:
/client/prefs.cs has $pref::environmentMaps = "1"; in it.
/server/scripts/player.cs has emap = true; under the datablock PlayerData(NameOfMyModel) section.
Only other constraints are this has all only been tested on nVidia graphics cards (from the TNT2, GF2, onboard nForce1, and GF4 4400), we'll be getting a 9600 Pro to test on soon but I can't honestly say I think this is a hardware issue.
Anything I've missed? Sorry if it is something very obvious but I'm quite new to Torque and couldn't find any other suggestions for what I'm doing wrong.
I've got a model in MS that I've exported to Torque and I'm trying to add env maps and per pixel transparency to it. env maps just don't do anything (slider below specular in the middle so it should be exporting) and the transparency (slider below emmisive) does it on a per material basis so I can change the alpha of the entire texture but not on the per pixel basis I want.
The first problem I thought I was hitting was the png format and the way most recent programs don't keep a seperate alpha channel. Got an old png exporter and now my files come out like this. Even Windows Picture and Fax Viewer can work out the alpha and PS 7.01 opens it as a normal layer (RGB channels) and a seperate alpha channel. From previous posts that sounds like it should be working.
That's as far as I've got with transparency, I've associated the texture in MS (although it does the error downloading texture thing as 1.6.6a still doesn't do alpha in png either channel or transparency) but the exporter is still just doing the make entire material one level set by slider (documentation says that shouldn't be the case).
For the env map (same thing with the alpha texture and using the right slider) I've also checked to make sure in the source that:
/client/prefs.cs has $pref::environmentMaps = "1"; in it.
/server/scripts/player.cs has emap = true; under the datablock PlayerData(NameOfMyModel) section.
Only other constraints are this has all only been tested on nVidia graphics cards (from the TNT2, GF2, onboard nForce1, and GF4 4400), we'll be getting a 9600 Pro to test on soon but I can't honestly say I think this is a hardware issue.
Anything I've missed? Sorry if it is something very obvious but I'm quite new to Torque and couldn't find any other suggestions for what I'm doing wrong.
#2
>env maps ... (slider below specular in the middle so it should be exporting)
10/04/2003 (2:44 am)
Ya, doing:>env maps ... (slider below specular in the middle so it should be exporting)
Torque Owner Edward Smith
Silencersoft