How to create "texture projector effect"?
by Proaholic · in Torque Game Engine · 04/29/2008 (3:03 pm) · 6 replies
Is it possible to create "texture projector effect" for TGEA interior like www.ozone3d.net/tutorials/glsl_texturing_p08.php ?

Actually i am trying to use LightMaskCubeMap ...
------------------------------------------------------
datablock sgLightObjectData(myLight) {
...
LightMaskCubeMap = "mycube";
...
}
------------------------------------------------------
But it work only with terrains and does not work with interiors :'(
Thanks!

Actually i am trying to use LightMaskCubeMap ...
------------------------------------------------------
datablock sgLightObjectData(myLight) {
...
LightMaskCubeMap = "mycube";
...
}
------------------------------------------------------
But it work only with terrains and does not work with interiors :'(
Thanks!
#2
05/16/2008 (7:58 pm)
If you look in starter.fps/server/scripts/sgExamplesdatablock DecalData(GlowDecal)
{
sizeX = 2;
sizeY = 2;
textureName = "starter.fps/data/shapes/lightingPack/Arrow";
SelfIlluminated = true;
LifeSpan = 1000000000;
};This is what you are looking for. It's added thru the mission editor.
#3
Thanks!
But as you can see, it will work only with one plane only.

Anyway, thanks for good advice.
05/17/2008 (11:36 am)
Cool, it's work! Thanks!
But as you can see, it will work only with one plane only.

Anyway, thanks for good advice.
#4
05/18/2008 (9:00 pm)
Well, if that's not to your liking then I believe AFX has something that will work with multiple surfaces. Do some research on it first though.
#5
05/19/2008 (5:58 am)
FYI - Current AFX decals are only done with a vertical projection, which keeps some of the math quite simple, but does not do the kind of projections shown in the first pic.
#6
It will allow me to use standard sgLightObjectData with LightMaskCubeMap.
As I told sgLightObjectData work fine with terrains and does not work with interiors.
Probably I must to modify some shaders, correct?
For example: "baseInterior" shader.
(Stronghold\game\shaders\baseInteriorV.hlsl and Stronghold\game\shaders\baseInteriorP.hlsl)
Thanks.
05/22/2008 (6:27 am)
IMHO the best solution for this task is a shaders.It will allow me to use standard sgLightObjectData with LightMaskCubeMap.
As I told sgLightObjectData work fine with terrains and does not work with interiors.
Probably I must to modify some shaders, correct?
For example: "baseInterior" shader.
(Stronghold\game\shaders\baseInteriorV.hlsl and Stronghold\game\shaders\baseInteriorP.hlsl)
Thanks.
Torque Owner Maddermadcat
From TDN. Just play around with them and I'm sure you'll figure out how they work. :]
EDIT: And if that isn't what you're looking for, I believe AFX can do exactly what's in your pic.