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Could we use gile[s] with TGE1.4?

by Sammy · in General Discussion · 05/05/2006 (5:35 pm) · 2 replies

Hi all,

Could we use gile[s] with TGE1.4?

Thanks in advance
Sammy
:)

#1
05/05/2006 (8:11 pm)
No not really because Torque only has limited multitexturing and only a single UV map in the DTS format. You could modify DTS to support more though. Not sure how hard that is, I worked with someone on a B3D loader for TGE that was based on the .3DS loader resource, and that worked quite well, but requires a lot of work to get it fully integrated in the engine.
#2
05/11/2006 (3:24 pm)
Well I hacked it once. I dont think I have the code anymore because it was a bit kludgy. There is the damage texture resource. What I did was modify that to have a lightmap name for the dts instead of a damage texture. On export I had two LODs. They were the same object but the uvs were different. So what I did was point it to the uvs of one LOD for the color pass and the uvs from the other LOD. Like I said its kludgy. :)