Bravetree Tankpack and TSE material
by Albert Steckenborn · in Technical Issues · 07/14/2006 (10:30 am) · 4 replies
Hi,
i've converted the Bravetree tankpack to the newest TSE version. Now i have some problems with the tank textures. I've found out that a have to create a material.cs file.
The original Bravetree Tank uses a *.ilf file to the track textures
Ho w should i use it with the material file ?
The following do not work.
new Material(AbramsTank003)
{
baseTex[0] = "lefttread";
};
i've converted the Bravetree tankpack to the newest TSE version. Now i have some problems with the tank textures. I've found out that a have to create a material.cs file.
The original Bravetree Tank uses a *.ilf file to the track textures
content of lefttread.ilf: tread01.jpg 10 tread01.jpg tread02.jpg tread03.jpg tread04.jpg tread05.jpg tread06.jpg tread07.jpg tread01.jpg 13
Ho w should i use it with the material file ?
The following do not work.
new Material(AbramsTank003)
{
baseTex[0] = "lefttread";
};
About the author
#2
At the moment the "lefttread.ifl" assigned by 3dsmax to a track. and the "lefttread.ifl" ar consists of
now i have a Material.cs and filled the following code lines in it
but how do the Track know what material line it should use ? I think there are some infromations missing. But what ? I'm seaching all the time through the forum but i do not find it.
My main target is to implement the BraveTree TankPack to TSE. The most are working except the Track animation. It would be great if someone can give me a hint.
Thx forward
07/16/2006 (5:01 am)
Hi. thanks for helping but i do not understand how it should ever work. At the moment the "lefttread.ifl" assigned by 3dsmax to a track. and the "lefttread.ifl" ar consists of
tread01.jpg tread02.jpg tread03.jpg tread04.jpg tread05.jpg tread06.jpg tread07.jpg tread01.jpg 23
now i have a Material.cs and filled the following code lines in it
new Material(AbramsTank001)
{
baseTex[0] = "ls_BMP3";
};
new Material(AbramsTank002)
{
baseTex[0] = "TankTires01";
};
// treads
new Material(Tread_01)
{
mapTo = "tread01";
baseTex[0] = "tread01";
}
new Material(Tread_02)
{
mapTo = "tread02";
baseTex[0] = "tread02";
}
new Material(Tread_03)
{
mapTo = "tread03";
baseTex[0] = "tread03";
}
new Material(Tread_04)
{
mapTo = "tread04";
baseTex[0] = "tread04";
}
new Material(Tread_05)
{
mapTo = "tread05";
baseTex[0] = "tread05";
}
new Material(Tread_06)
{
mapTo = "tread06";
baseTex[0] = "tread06";
}
new Material(Tread_07)
{
mapTo = "tread07";
baseTex[0] = "tread07";
}
new Material(Tread_08)
{
mapTo = "tread01";
baseTex[0] = "tread01";
}but how do the Track know what material line it should use ? I think there are some infromations missing. But what ? I'm seaching all the time through the forum but i do not find it.
My main target is to implement the BraveTree TankPack to TSE. The most are working except the Track animation. It would be great if someone can give me a hint.
Thx forward
#4
07/17/2006 (5:45 pm)
If that doesn't work then it's a bug. If you want to attempt to fix yourself, I'd look at how ifls are currently handled in tsMesh and other ts code.
Torque Owner Brian Ramage
Black Jacket Games
new Material(Tread_01)
{
mapTo = "tread01"; // might need to be "tread01.jpg"
baseTex[0] = "tread01"; // might need to be "tread01.jpg"
}
new Material(Tread_02)
{
mapTo = "tread02"; // might need to be "tread02.jpg"
baseTex[0] = "tread02"; // might need to be "tread02.jpg"
}
...
It will probably work without the 'mapTo' statement. Sorry about having to specify each one, I'll take a look at fixing that; I'm fairly certain you don't have to if they're translucent.