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addMaterialMapping, what are its variables and what do they do?

by TerroX · in Artist Corner · 03/22/2002 (3:05 am) · 6 replies

opening PropertyMap.cs I have these lines
addMaterialMapping( "sand" , "sound: 0" , "color: 0.46 0.36 0.26 0.4 0.0" ); 
addMaterialMapping( "grass" , "sound: 0" , "color: 0.46 0.36 0.26 0.4 0.0" ); 
addMaterialMapping( "patchy" , "sound: 0" , "color: 0.46 0.36 0.26 0.4 0.0" );

I assume the sound lets you change which footstep sound is played on a per texture basis (walking over metal grates plays the clinking sound, snow plays crunchy snow sound etc)

What does Colour and each of its 5 numerical values do?

Is there more?? and what do they do?

I would also like to know how to scale a specific texture as well, like make my grass texture smaller so the blades of grass are not 6 feet long, but maintain the size of the other textures. (ie repeat/tile grass more in same area). might make new topic of this.

#1
03/22/2002 (3:34 am)
Color affects the color of the footpuff and or hover vehicle dust (for Tribes2).


There are two more.

detail
environment

Detail refers to the detail map you wish to have associated with a specific texture and Environment referst to a reflection map you wish to have associated with a specific texture.

detail: {texture}
environment: {texture} {reflection factor(decimal number - 0.25)}
#2
03/22/2002 (6:04 am)
wow that's cool.
is there also any way to scale textures down?
or I guess the detail map per texture is kinda the only way to do that?
#3
03/22/2002 (4:54 pm)
Hmm, doesn't want to work for me in my Torque map, I got this line
addMaterialMapping( "grass" , "detail: detailgrassa.png" , "sound: 0" , "color: 0.2 0.4 0.2 0.4 0.0" );

it just uses the default detail for the map, does Detail and Reflection work in torque?
#4
07/31/2002 (8:00 am)
Hey Lab,

I found your docs on this at garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=5476. Very nice.

I'm having the same problem as Terrox, here. Say that I have a sidewalk and a grassy area. If I use the single detail setting under the terrain datablock, then everything has the same detail. It would make my sidewalk look like painted grass. :)

I removed that from the .mis file and tried using strictly this:
addMaterialMapping("stonepath", "detail: stonepath_det");

It did nothing at all. :( Have you or anyone else had any luck?

edit:
Just saw that you had checked the engine and detail: isn't referenced there. garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=5489

Thanks anyway. :)
#5
07/31/2002 (9:00 pm)
so is this feature going to be implemented? should we put the extra info in our maps for when it is, will the syntax change layer maybe.
#6
01/04/2006 (10:43 am)
Is there any info, how these values and variables are working in TGE 1.4 or 1.3? (or with RTS starter kit)
for sure, the forum links here arnt working anymore.

especially the question, if i can set a scale of the texture is very very interesting..

cheers
ka
www.3dtowns.at