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!
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!
Associate James Lupiani
Sickhead Games
diffuse => texture
reflection => environment
bump => bump (not implemented in the engine proper)
ambient => detail