Exporting Materials from 3DSW (noob question)
by Patt Richard · in Artist Corner · 09/24/2006 (7:48 pm) · 2 replies
So I'm a little confused about how materials are exported from 3dsw to in game. I originally started creating DIF objects for TGE. Everything seemed to work fine. I'd export as a .MAP and drag and drop the .map onto the map2dif. From there everything ljust worked. We've now switched over to TSE and I'm somewhat confused. Attempting to do the same pipeline gets me a DIF object in TSE with no textures. I'm assuming that I need to create a TSE shader and assign it to the DIF object.
What I don't get is how or where in the pipeline this is done. For that matter I don't even get how the textures showed up in TGE. Opening the .map file into a text editor I don't see any reference to materials or textures, so how did the the map2Dif tool know about those textures when creating the TGE .dif file? IE If the .map doesn't metion textures, and the dif is created from the .map file, how did the textures show up in TGE?
Thanks,
Patt.
p.s. Anyone have any good links for a tutorial on assigning shaders to difs?
What I don't get is how or where in the pipeline this is done. For that matter I don't even get how the textures showed up in TGE. Opening the .map file into a text editor I don't see any reference to materials or textures, so how did the the map2Dif tool know about those textures when creating the TGE .dif file? IE If the .map doesn't metion textures, and the dif is created from the .map file, how did the textures show up in TGE?
Thanks,
Patt.
p.s. Anyone have any good links for a tutorial on assigning shaders to difs?
#2
09/26/2006 (4:29 pm)
Matt, thanks for the tip. It seems that I also had to add "mapTo = rock024" for it to work. I should confirm this. Originally my texture name had "-" in it like "rock-024". TSE doesn't seem to like the minus symbol, but I didn't discover this until I had added the mapTo line. Maybe I can take it out now.
Torque Owner Matt Vitelli
For example:
new Material(rock024001) { baseTex[0] = "rock024"; bumpTex[0] = "rock024b"; pixelSpecular[0] = true; specular[0] = "1.0 1.0 1.0 0.1"; specularPower[0] = 32.0; };