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Enviornment mapped models

by Brian Wells · in Torque Game Engine · 03/14/2002 (11:30 pm) · 1 replies

I have not done it for almost a year (t2 skins) so I dont recall how to do it! I thought it had something to do with flagging a value in max to mark it as being a reflective surface, and then applying an alpha channel to the PNG file whose value reflects the reflectivity of the skin.

However, I do not remember what to flag the item as in max. Does anyone remember what it is in max I have to to to make the skin reflective? THanks!

#1
03/15/2002 (5:55 pm)
Max exporter source... ShapeMimic.cc, line 2121.

diffuse => texture
reflection => environment
bump => bump (not implemented in the engine proper)
ambient => detail

Quote:the reflection map is used for environment mapping (normally this will be in the alpha of the texture, but under some circumstances -- translucency -- you want a separate map for it)