Mesh with 2 textures / materials
by Frank Geppert · in Game Design and Creative Issues · 04/08/2008 (2:09 am) · 3 replies
Dear friends,
I checked some models in TGEA and it works fine for models with one texuture / material.
But when I import a model with 2 of them then it works fine without shaders but if I add a bumpmap then the second texture becomes black.
I made a material with 2 stages (did not work at all) and I tried to make an extra material for the second texture (this made a mess for the second one overlaying 2 textures over each other while still being dark).
Did I make something wrong? I did not find a hint in the docu so far.
Regards,
Frank
I checked some models in TGEA and it works fine for models with one texuture / material.
But when I import a model with 2 of them then it works fine without shaders but if I add a bumpmap then the second texture becomes black.
I made a material with 2 stages (did not work at all) and I tried to make an extra material for the second texture (this made a mess for the second one overlaying 2 textures over each other while still being dark).
Did I make something wrong? I did not find a hint in the docu so far.
Regards,
Frank
#2
I made a new folder:
Forge Demo\scriptsAndAssets\data\shapes\machines
There I copied a few DTS models (machines) with PNG textures for diffuse (with alpha channel for spec) and normalmaps.
The PNG diffuse maps are called "turb2_c.png" and "turb2_c2.png"
Then I created file "materials.cs":
I also tried something like that but it did not work:
04/10/2008 (1:24 pm)
Thanks Mike. I am happy that it works for you but I could not get it to work. I will tell you, what I did:I made a new folder:
Forge Demo\scriptsAndAssets\data\shapes\machines
There I copied a few DTS models (machines) with PNG textures for diffuse (with alpha channel for spec) and normalmaps.
The PNG diffuse maps are called "turb2_c.png" and "turb2_c2.png"
Then I created file "materials.cs":
new Material(turb2_c)
{
mapTo = "turb2_c";
baseTex[0] = "turb2_c";
bumpTex[0] = "turb2_n";
pixelSpecular[0] = true;
specular[0] = "0.55 0.5 0.5 0.4";
specularPower[0] = 16.0;
}
new Material(turb2_c2)
{
mapTo = "turb2_c2";
baseTex[0] = "turb2_c2";
bumpTex[0] = "turb2_n2";
pixelSpecular[0] = true;
specular[0] = "0.55 0.5 0.5 0.4";
specularPower[0] = 16.0;
};I also tried something like that but it did not work:
new Material(turb2_c)
{
mapTo = "turb2_c";
baseTex[0] = "turb2_c";
bumpTex[0] = "turb2_n";
pixelSpecular[0] = true;
specular[0] = "0.55 0.5 0.5 0.4";
specularPower[0] = 16.0;
// Stage for second texture of turb2_mesh
mapTo = "turb2_c2";
baseTex[1] = "turb2_c2";
bumpTex[1] = "turb2_n2";
pixelSpecular[1] = true;
specular[1] = "0.55 0.5 0.5 0.4";
specularPower[1] = 16.0;
};
#3
08/20/2008 (4:55 pm)
Just wondering, if i have 2 textures where i want them to be one ontop of the other, how could i do that?
Torque Owner Mike Rowley
Mike Rowley
I did a search of all the material.cs files in all of the examples to get an idea of what all I needed. They work. I have one object that has 6 different textures, and 1 overlapping transperant texture. They all work.
This is a pic of the inside of that dts
Edit: the center carpet is a transperant texture overlaying the base floor texture.