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TGEA 1.7.1 no longer uses png alpha for specular map?

by Matt Kronyak · in Torque Game Engine Advanced · 08/17/2008 (4:33 am) · 3 replies

I'm in the process of converting my project over to TGEA 1.7.1 (engine modifications merged over, now trying to get all of the content working) and noticed that static shapes that use a png texture with the specular map in the alpha layer are now translucent.

Was support for specular maps removed or is there another way of doing it now?

#1
08/17/2008 (4:52 am)
Unless you flag your material as "translucent = false;", the alpha channel will be used for transparency. I think alpha is still used for spec, you just have to add that material script entry.
#2
08/17/2008 (5:04 am)
Hm. According to the TGEA 1.7.1 documentation:
Quote:
The Alpha Channel
Translucency and other effects such as specular make use of the alpha channel of the textures in the Material. In order to use this channel you must use .png or some other supported 32 bit file format for the texture.

Unfortunately, Adobe Photoshop support for alpha channels in .png files does not work properly after version 5.0. To get around this, an old version of the free SuperPNG plugin can be used. You can get download it here:

which indicates that it should still work as it used too. Unfortunately setting translucent to false in the material definition doesn't appear to help. I'll have to dig into the source and see if I can find anything.
#3
08/17/2008 (5:26 am)
After further investigation it looks like there isn't a problem with the specular mask / alpha layer after all. My problem was that I messed up my material definition. I specified an incorrect mapTo so TGEA used a default material generated from the png. By default it utilized the alpha layer in the texture making my models translucent instead of selectively specular.