TGEA SetSkinName Problem
by Ariel Decena · in Torque Game Engine Advanced · 01/25/2008 (9:48 pm) · 8 replies
I am having problem assigning skin to shapes on TGEA.
I already done the base filename prefix thing and setskinname works fine on TGE 1.5.2,
but doing the same in TGEA 1.0.3 produces the orange "No Material"
wrap around the shape .
Any work around?
I already done the base filename prefix thing and setskinname works fine on TGE 1.5.2,
but doing the same in TGEA 1.0.3 produces the orange "No Material"
wrap around the shape .
Any work around?
#2
Shapebase
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10957
Static Shapes
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10958
Interiors
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10558
01/26/2008 (3:07 pm)
Ariel it is currently broken in TGEA. Now you could wait until Torque Juggernaut is released in the pretty near future and is supposed to have the fixes, or you could use these resources that fix it.Shapebase
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10957
Static Shapes
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10958
Interiors
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10558
#3
some modification on the reskin function works.
Now I am trying to port the setSpecificSkin/skinModifiers examples to TGEA.
@Ron , yes I am waiting for the Torque Juggernaut/T2 however i doubt that it
includes all those that I want in an mmorpg functionality like these specific skinnings,
hiding nodes, morphings, etc.
01/27/2008 (5:40 pm)
Thanks for all the help, adding the new material thing on the material.cs plussome modification on the reskin function works.
Now I am trying to port the setSpecificSkin/skinModifiers examples to TGEA.
@Ron , yes I am waiting for the Torque Juggernaut/T2 however i doubt that it
includes all those that I want in an mmorpg functionality like these specific skinnings,
hiding nodes, morphings, etc.
#4
I'm in the process of porting to TGEA at the moment, since my character cuztomization is dependant on the dynamic skin and mesh hiding resources from TGE I will be taking a look at this issue soon. Not promising anything but I'll post my findings when I've had a chance to dig in. Give me a week or two, works hectic at the moment. ;)
01/28/2008 (12:49 am)
Hey guys,I'm in the process of porting to TGEA at the moment, since my character cuztomization is dependant on the dynamic skin and mesh hiding resources from TGE I will be taking a look at this issue soon. Not promising anything but I'll post my findings when I've had a chance to dig in. Give me a week or two, works hectic at the moment. ;)
#5
converting to TGEA that setSpecificSkin/skinModifiers codes.
01/28/2008 (1:10 am)
@Gareth.. yes please it would be great if you could post a resource onconverting to TGEA that setSpecificSkin/skinModifiers codes.
#6
01/28/2008 (1:19 am)
If/When I get it working I'll post up a step-by-step resource. ;)
#7
I have got Dynamic Skins working in TGEA:
garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=14264
Enjoy.
02/09/2008 (5:14 am)
Hi Ariel.I have got Dynamic Skins working in TGEA:
garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=14264
Enjoy.
Torque 3D Owner Eric Forhan
So instead of
new material ("female.head")it would benew material ("female_head")It's been a while since I've dealt with this. If that doesn't work, you might try adding a "mapto ="female.head";
to the material definition.