Interior Textures w/ alpha
by Gordon West (ToKrZ) · in Technical Issues · 09/15/2001 (2:00 am) · 4 replies
Why is it that I can not get any of the textures I create for interior objects that contain an alpha layer to have any reflectivity? At first I had thought that is was becouse I was not placing my tests objects in a portal zone. But NOT! still no reflectivity. Ive added my textures to existing wads that came with the wc tools and placed the actuall texture with the alpha in the coresponding directory, NOPE! Garage Games is my last hope.
thankx,
thankx,
About the author
#2
09/15/2001 (9:46 am)
The emap=true is a ShapeBase datablock option and does not apply to interiors. The interiors use the same material property map stuff as the terrain (see the footpuff forum posts). The material property structure is used to map texture names to a variety of properties including foot step sounds, env mapping, etc. This is something that was added after I left, so I'm not very familiar with it. You may want to browse through the engine/dlg/materialPropertyMap.cc code yoursefl. I took a quick look at it, and it I think this will added an evironment map to the texture:addMaterialMapping( "textureName" , "environment: mapTextureName 0.5" );This would have to be added to a script file which is loaded everytime the game is run.
#3
09/16/2001 (9:28 am)
Many thankx Tim I'll give it a shot and of course let you all know how it worked outor how it dint :)
#4
Got it working heres the line I added to my *.mis file
the mission features custom interiors with the custom texture I modified "lavarock.png":
addMaterialMapping("lava/lavarock", "environment: special/chuteTexture 0.25");
Mnay more thankx you guys Rock!
09/17/2001 (9:11 am)
"Yeah Buddy!"Got it working heres the line I added to my *.mis file
the mission features custom interiors with the custom texture I modified "lavarock.png":
addMaterialMapping("lava/lavarock", "environment: special/chuteTexture 0.25");
Mnay more thankx you guys Rock!
Torque Owner Karsten "Clocks" Viese
/server/scritp/player.cs
would have something to do with it.
datablock PlayerData(LightMaleHumanArmor)
{
emap = true;
The last line seem to activate the emap, which could be the "Evironment reflections", but I don't know that for sure but you could easily test this I would think.
// Clocks out.