Game Development Community

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

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";
};

#1
07/14/2006 (11:47 am)
Hmm, I'm not sure I've tested this with a non-translucent .ifl. In this case, I'm pretty sure you can force it to work by mapping each texture in the .ifl. Ie:

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.
#2
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
#3
07/16/2006 (11:04 pm)
Can no one help me to convert the Bravetree Tank Tracks to MS3.5 ?

THX
#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.