Can't get environment mapping to work
by Dean · in Torque Game Engine Advanced · 07/16/2007 (10:26 am) · 1 replies
(TGEA) someone told me I had this in the wrong forum and need to post it here :p
I'm basically trying to make my metal look "shiny" .I've been looking around for the last several days trying to learn this, and I still can't get it to work. 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:

post2:
Well, its several days later and i'm still trying to figure this out. I've tried the material setting in materials.cs
but it doesnt seem to take into account the alpha on the image and makes the entire thing shiny. and it just looks crappy
This would work if there was a way to make it not look crappy :p...Do these material settings have anything to do with environment mapping, or are they two separate features? It doesn't use the alpha in my image so I'm still confused about that.
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:

Am I missing something? any idea what I could have done wrong? thanks for reading :)
I'm basically trying to make my metal look "shiny" .I've been looking around for the last several days trying to learn this, and I still can't get it to work. 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:

post2:
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
This would work if there was a way to make it not look crappy :p...Do these material settings have anything to do with environment mapping, or are they two separate features? It doesn't use the alpha in my image so I'm still confused about that.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:

Am I missing something? any idea what I could have done wrong? thanks for reading :)
Torque Owner Bobby Leighton
Imagn' Games