.PNG lead termination of TGE
by Yanling Wu · in Torque Game Engine · 04/10/2005 (11:25 pm) · 4 replies
Whenever I put a png file belong to a dts in the same path, the TGE doesn't work. But the dts does well in the ShowTool. What's the problem? Almost every object in my game is semitransparent. Help! Thanks!
About the author
#2
You don't want to have 2 versions of the "same" file (same file stem) with different extensions in the same directory in this case, IIRC.
EDIT: Stefan's comment actually isn't correct--they can be the same name: what is important is what name the skin texture was assigned to in the model creation/export.
04/11/2005 (5:15 am)
What material is set to use as a skin for the .dts itself? You can find this in the ShowTool itself. That is set by the export process, and needs to be the exact name of the file that is placed in the same directory as the .dts for use in the engine.You don't want to have 2 versions of the "same" file (same file stem) with different extensions in the same directory in this case, IIRC.
EDIT: Stefan's comment actually isn't correct--they can be the same name: what is important is what name the skin texture was assigned to in the model creation/export.
#3
04/11/2005 (7:09 am)
Alright, thanks Stephen. Sorry about that, Yanling!
#4
But I've got a new problem. How to creat a PNG texture? I do it in PhotoShop, and the TGE stop whenever it detects the PNG. But it will not happen when i use the example file SimpleTexture4.png which is offered by the Torque document.
04/11/2005 (7:50 pm)
Thank you Stefan. Thank you Stephen. It really works now! Yes it should has the same name(or prefix).But I've got a new problem. How to creat a PNG texture? I do it in PhotoShop, and the TGE stop whenever it detects the PNG. But it will not happen when i use the example file SimpleTexture4.png which is offered by the Torque document.
Torque Owner Stefan
I think they have to have different names, like orc.dts and orc_skin.png.