Game Development Community

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:
www.eternalkingdoms.net/lut/sparthelm.png
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:

www.eternalkingdoms.net/lut/ss.jpg

Am I missing something? any idea what I could have done wrong? thanks for reading :)

#1
07/16/2007 (9:02 am)
Well, its several days later and i'm still trying to figure this out. I've tried the material setting in materials.cs
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
www.eternalkingdoms.net/proju/crap.jpg
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:
www.eternalkingdoms.net/proju/boxes.jpg

can anyone PLEASE help me? O.o
#2
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