Normal Maps and Shaders in interiors?
by Gustavo Boni · in Torque Game Engine Advanced · 09/27/2006 (2:44 pm) · 3 replies
How do i apply normal maps or shaders in interiors? I search for something but i couldn't find nothing.
I'm used to create interiors for TGE, to create them to TSe is the same process?
Thanks in Advance,
Gustavo Boni
I'm used to create interiors for TGE, to create them to TSe is the same process?
Thanks in Advance,
Gustavo Boni
#2
new Material(AUniqueMaterialName)
{
baseTex[0] = "mytexturename";
bumpTex[0] = "mynormaltexturename";
};
Basically TSE assigns shaders and materials based on texture name. So you just need to use the material definitions to tell it how to render each texture.
09/28/2006 (1:36 am)
Definately visit the materials page link, lots of useful information in there. For doing simple normal maps all you'd have to do is add something like this into a file called materials.cs in your interior textures directory:new Material(AUniqueMaterialName)
{
baseTex[0] = "mytexturename";
bumpTex[0] = "mynormaltexturename";
};
Basically TSE assigns shaders and materials based on texture name. So you just need to use the material definitions to tell it how to render each texture.
#3
A lot of the docs are way out of date for customMaterials, you'll need to experiment to get it right. Use "new" and not "datablock" for example.
09/28/2006 (2:31 am)
If you want to apply a shader other than the default ones you'll need to use a customMaterial. Similar to using a new material as described by JC. A lot of the docs are way out of date for customMaterials, you'll need to experiment to get it right. Use "new" and not "datablock" for example.
Associate Tom Spilman
Sickhead Games
You just setup materials for each texture you use in your DIF. The material contains the information for what maps to apply to that surface. See the materials page on TDN.