What texture does a DTS use & mapping materials?
by Juan Aramburu · in Torque Game Engine Advanced · 05/16/2006 (4:48 pm) · 7 replies
How does tse (or is it the dts) know what texture to use? I have a dts, and the corresponding texture files; I deleted the texture files, yet the model still has a texture to it when viewed inside torque. This leads me to believe the dts includes the texture information? How can I make it use what I want it to use?
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4051
^ This page shows using a %obj.setSkinName("[texturename]") but I found no occurrences of that in the demo directory.
There also are no occurences of addMaterialMapping() for the orc either in the demo. Is this stuff just automatically done?
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4051
^ This page shows using a %obj.setSkinName("[texturename]") but I found no occurrences of that in the demo directory.
There also are no occurences of addMaterialMapping() for the orc either in the demo. Is this stuff just automatically done?
#2
05/16/2006 (5:33 pm)
How do you remove it if you don't have the modeling program? Or how do you tell torque not to use the texture or to use a different one?
#3
SetSkinName only works if you set up the model to work with it using names like "base.arm" and "blue.arm" and "red.arm", IIRC.
05/16/2006 (5:36 pm)
Woops, misread your post. You need to tell the model what texture to use, in your modelling application. Then when it is loaded in Torque, the .dts is loaded and the jpeg or png textures are applied to it. You cannot make it use another texture in a different directory once the model is already exported to a .dts. You set it up beforehand.SetSkinName only works if you set up the model to work with it using names like "base.arm" and "blue.arm" and "red.arm", IIRC.
#4
05/16/2006 (5:53 pm)
But I have no pngs or jpegs for the dts, yet it still comes out as a textured model. The only file is the .dts. I want to bypass whatever the .dts is using & then use my own jpeg/pngs.
#5
05/22/2006 (4:01 pm)
It doesn't have textures put in. Check if it's getting the textures from ANY other directory that is a subdir of where the exe is. (mostly your mod dir and the common dir). It looks in all those dirs. If it can't find the texture, it'll spam your console and your model will come out white or reflect everything in a weird way (like it did in tge)
#6
Does anyone know of a (free) program that can import a .dts?
05/23/2006 (8:55 pm)
That's what the problem was, I still had the original pngs in a subdirectory. I actually opened the milkshape file (.ms3d) & was able to change what texture should be applied from there.Does anyone know of a (free) program that can import a .dts?
Torque Owner Chris "C2" Byars
Ion Productions