Why can't I get environment mapping to work? (images posted)
by Dean · in Torque Game Engine · 07/13/2007 (4:16 pm) · 3 replies
(TGEA)
I've been looking around for the last couple days trying to learn this, and I still can't get it to work. I in my client prefs.cs, I have $pref::environmentMaps = "1";
In my datablock I have
datablock PlayerData(LightMaleHumanArmor)
{
emap = true;
Someone showed me how to make the image properly with alpha, in this thread
www.garagegames.com/mg/forums/result.thread.php?qt=64654
and this is the image I made as a test. there's just two rectangles that area actually used... the translucent box to the right is the metal texture:

I followed these instructions to the letter for setting up my materials in blender
jsgreenawalt.googlepages.com/HowToSetupTexturesAndMaterialsInBlenderForExportToT...
and it still doesn't work. here's a picture:

Am I missing something? any idea what I could have done wrong? thanks for reading :)
I've been looking around for the last couple days trying to learn this, and I still can't get it to work. I in my client prefs.cs, I have $pref::environmentMaps = "1";
In my datablock I have
datablock PlayerData(LightMaleHumanArmor)
{
emap = true;
Someone showed me how to make the image properly with alpha, in this thread
www.garagegames.com/mg/forums/result.thread.php?qt=64654
and this is the image I made as a test. there's just two rectangles that area actually used... the translucent box to the right is the metal texture:

I followed these instructions to the letter for setting up my materials in blender
jsgreenawalt.googlepages.com/HowToSetupTexturesAndMaterialsInBlenderForExportToT...
and it still doesn't work. here's a picture:

Am I missing something? any idea what I could have done wrong? thanks for reading :)
#2
Have you set up a material for the helmet? I don't know if this is the best way to do it, but I have a material.cs file in the folder with my dts shape. The file looks like this:
new Material (Foo)
{
baseTex[0] = "starter.fps/data/shapes/Fooe/Foo_image";
bumpTex[0] = "starter.fps/data/shapes/Foo/Foo_bumpImage";
pixelSpecular[0] = true;
specular = "0.58 0.65 0.71 1.0";
specularPower[0] = 15;
};
Not sure if that helps or not.
07/16/2007 (9:42 am)
So.. you are using TGEA then? You might want to post in the TGEA specific forums. Have you set up a material for the helmet? I don't know if this is the best way to do it, but I have a material.cs file in the folder with my dts shape. The file looks like this:
new Material (Foo)
{
baseTex[0] = "starter.fps/data/shapes/Fooe/Foo_image";
bumpTex[0] = "starter.fps/data/shapes/Foo/Foo_bumpImage";
pixelSpecular[0] = true;
specular = "0.58 0.65 0.71 1.0";
specularPower[0] = 15;
};
Not sure if that helps or not.
#3
07/16/2007 (10:05 am)
Yeah I had that in my second post but I only showed the specular lines. I'll paste the whole thing. I wasn't sure if the material.cs settings there had anything to do with the whole environment mapping/emap thing. It doesn't seem that way to me because it's not using the alpha from the image
Torque Owner Dean
new Material(sparthelm) { baseTex[0] = "./sparthelm"; mapTo = "sparthelm"; //just in case pixelSpecular[0] = true; specular[0] = "0.5 0.5 0.5 0.5"; specularPower[0] = 30.0; };but it doesnt seem to take into account the alpha on the image and makes the entire thing shiny. and it just looks crappy
I read that you have to have varying levels of detail in your shape in order to make environment mapping work, here: www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=2052
Is that what i need to do? Here's how i'm set up right now:
can anyone PLEASE help me? O.o