PropertyMap.cs
by Kevin Johnson · in Torque Game Engine · 07/30/2004 (5:41 pm) · 4 replies
Can any1 point to a quick refernece on this?
:)
:)
#2
Ok, we have the "texture", "sound the player makes when walking on this texture", "the color of the foot puffs when the player walks on this texture"
I have been thinking about adding a friction variable to the matMaps for ice and snow, implementing this to the player and vehicle classes.
07/31/2004 (1:37 pm)
addMaterialMapping( "fps/data/terrains/scorched/scorched_dk", "sound: 0" , "color: 0.46 0.36 0.26 0.4 0.0" );
Ok, we have the "texture", "sound the player makes when walking on this texture", "the color of the foot puffs when the player walks on this texture"
I have been thinking about adding a friction variable to the matMaps for ice and snow, implementing this to the player and vehicle classes.
#3
07/31/2004 (2:01 pm)
I want to attatch a normal map it.. I looked at the detail map on interiors resource, but saw thwere was already a detail in the currrent head so i thot i'd ask before i did anything else..
#4
@Sam: Adding friction would be good. I was thinking of adding the ability to use different explosion datablocks in some manner. (ie you shoot at snow you get a snowpuff... you shoot at rock you get rocks) If you want to put some time into this, send me an email. No sense both of us working down the same track for virtually the same goal. We could work together and maybe save each other some time. Perhaps we could brainstorm a few other additives.
08/11/2004 (5:42 pm)
Wow... How did I miss this thread.@Sam: Adding friction would be good. I was thinking of adding the ability to use different explosion datablocks in some manner. (ie you shoot at snow you get a snowpuff... you shoot at rock you get rocks) If you want to put some time into this, send me an email. No sense both of us working down the same track for virtually the same goal. We could work together and maybe save each other some time. Perhaps we could brainstorm a few other additives.
Associate Ben Garney