Game Development Community

Does .dts have any material flags?

by Joe Bird · in Torque Game Engine · 04/22/2004 (6:20 pm) · 4 replies

I noticed only these flags:

Billboard
HasDetail
Bilboardz
EncodedNormals

Is there any support for material flags?

#1
04/23/2004 (7:46 am)
What do you mean by material flags?
#2
04/23/2004 (8:15 am)
Greetings!

Technically, the ones you mentioned are mesh/object flags. Here's a list of material flags from the DTS SDK:

enum //!< Material flags
      {
         SWrap             = 0x00000001,
         TWrap             = 0x00000002,
         Translucent       = 0x00000004,
         Additive          = 0x00000008,
         Subtractive       = 0x00000010,
         SelfIlluminating  = 0x00000020,
         NeverEnvMap       = 0x00000040,
         NoMipMap          = 0x00000080,
         MipMapZeroBorder  = 0x00000100,
         IFLMaterial       = 0x08000000,
         IFLFrame          = 0x10000000, // DAW: Defines this material as a single IFL frame in an IFL animation (see TSShape::readIflMaterials()).  A DTS material would never contain this flag.
         DetailMap         = 0x20000000,
         BumpMap           = 0x40000000,
         ReflectanceMap    = 0x80000000,
         AuxiliaryMask     = 0xE0000000
      };

Is that what you were after?

- LightWave Dave
#3
04/23/2004 (12:18 pm)
LightWave Dave, you're the man. ;)
#4
04/23/2004 (2:59 pm)
Thanks a lot Lightwave Dave! Yeah, I got lucky and found the 3D-Diggers File Format .pdf on the forums. I'm beta testing ToolBox and .DTS export is just about done. The author is implementing the material flags and we just wanted to make sure that none got missed.