Detail Texture on DTS shape
by Tobias B. · in Artist Corner · 01/12/2009 (3:02 pm) · 3 replies
Hi,
I'm doing my first steps in TGEA. Presently I'm trying to create a simple DTS model in Blender. In the material.cs I use a base texture and a detail texture like this:
baseTex[0] = "MyBaseTexture";
detailTex[0] = "MyDetailTexture";
This fails - the model is shown in TGEA (imported as a TSSTATIC), but only the base texture is displayed. Trying to get bump mapping like this
baseTex[0] = "MyBaseTexture";
bumpTex[0] = "MyBumpTexture";
also shows only the base texture. Why? Are there special naming conventions or limitations in color depths/resolution? And which kind of object is capable for detail structures - do I need a different shape or interior?
Thanks a lot for your help,
Tobias
I'm doing my first steps in TGEA. Presently I'm trying to create a simple DTS model in Blender. In the material.cs I use a base texture and a detail texture like this:
baseTex[0] = "MyBaseTexture";
detailTex[0] = "MyDetailTexture";
This fails - the model is shown in TGEA (imported as a TSSTATIC), but only the base texture is displayed. Trying to get bump mapping like this
baseTex[0] = "MyBaseTexture";
bumpTex[0] = "MyBumpTexture";
also shows only the base texture. Why? Are there special naming conventions or limitations in color depths/resolution? And which kind of object is capable for detail structures - do I need a different shape or interior?
Thanks a lot for your help,
Tobias
#2
thanks for the quick answer. I played around a bit. Finally, I found my detailed structure on the structure (a cube). To get it working, I defined a material with the name of the file name chosen for the texture in Blender. The detail texture file name had the same name as the base texture followed by an arbitrary string. Maybe you dont HAVE to fulfill all these requirements, but I got it working like this.
Well, so far about my basic steps. Now I'm trying to create the first real game object: A street. This street is created with respect to a driving simulation application of the resulting game: Thus, the street shape is externally created by a special programm which builds streets according to official road building rules (e.g. curvature limits). These roads are exported as VRML files (*.wrl). The surface is composed by faces. The street is about 4 km long, i.e. I have many(~3000) faces. The problem is that after the Blender export, the TGEA engine stretches ALL textures (base, detail) over the whole surface. This looks terrible! Is there a way to have ONE stretched texture (well, this could be a low-contrast image, or even a uni-color image) and ONE detailed texture (asphalt) which is tiled/repeated over the hole surface, i.e. one texture per face? I would also use a bump texture, if this is possible for every face. How do you usually create textures for large objects?
Thanks and best regards,
Tobias
01/13/2009 (6:53 am)
Hi,thanks for the quick answer. I played around a bit. Finally, I found my detailed structure on the structure (a cube). To get it working, I defined a material with the name of the file name chosen for the texture in Blender. The detail texture file name had the same name as the base texture followed by an arbitrary string. Maybe you dont HAVE to fulfill all these requirements, but I got it working like this.
Well, so far about my basic steps. Now I'm trying to create the first real game object: A street. This street is created with respect to a driving simulation application of the resulting game: Thus, the street shape is externally created by a special programm which builds streets according to official road building rules (e.g. curvature limits). These roads are exported as VRML files (*.wrl). The surface is composed by faces. The street is about 4 km long, i.e. I have many(~3000) faces. The problem is that after the Blender export, the TGEA engine stretches ALL textures (base, detail) over the whole surface. This looks terrible! Is there a way to have ONE stretched texture (well, this could be a low-contrast image, or even a uni-color image) and ONE detailed texture (asphalt) which is tiled/repeated over the hole surface, i.e. one texture per face? I would also use a bump texture, if this is possible for every face. How do you usually create textures for large objects?
Thanks and best regards,
Tobias
#3
I found something. Not well documented, but it seems to work:
In the materials.cs, the lines
baseScale[0] = xx;
detailScale[0] = xx;
seem to influence directly the number of tiles. Now my remaining problem: I defined a unicolored picture (only light grey) as base texture and a fine asphalt detail texture. For unknown reasons, the whole structure looks very patchy - as if the detail texture is once streted over the whole figure and once repeated. Removing the detail texture removes the details (which is clear) but leaves the dark patches.
Any ideas?
01/14/2009 (7:57 am)
Hi,I found something. Not well documented, but it seems to work:
In the materials.cs, the lines
baseScale[0] = xx;
detailScale[0] = xx;
seem to influence directly the number of tiles. Now my remaining problem: I defined a unicolored picture (only light grey) as base texture and a fine asphalt detail texture. For unknown reasons, the whole structure looks very patchy - as if the detail texture is once streted over the whole figure and once repeated. Removing the detail texture removes the details (which is clear) but leaves the dark patches.
Any ideas?
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