Game Development Community

Artists cry for programmer's help

by JR Wilde · in Torque 3D Professional · 12/10/2012 (8:45 am) · 2 replies

Obviously I'm much more comfortable in the artists area so if I start screaching like some squint eyed baboon, please forgive me for I know not how to code :D
In all seriousness, I must know how to "switch some things on" in order to take my art to the next level (no pun intended). I want to try out the parallax occlusion mapping feature that Torque has -from the code reference manual:
"This feature either generates the cheap yet effective offset mapping style parallax (the ugly one) or the much more expensive (and realistic) occlusion mapping technique based on the enabled feature flags."-words in parentheses are my own.
My question is simple: where, exactly, does Torque look for this flag? I didn't find it in shaders.cs or other .cs files I perused. I don't know where to look so I'm floundering here in frustration. Any direction would be greatly appreciated.

My second question will hopefully trivialize the former:
Is it possible to write a "shaderOverride.cs" file and place all pertinent data related to custom shaders that I create and have Torque read that file on start-up and simply replace any proceadural/common shaders with the new? This would be infinitely helpful to artists -especially those of us who cannot yet swim through the murky waters of code.
Thank you in advance,
J.



#1
12/10/2012 (8:52 am)
Part 1: <shrug> If I get a minute I'll try to track this down for you.

Part 2: You should be able to drop custom shaders into the shader folder in your project with the other shaders.
#2
12/10/2012 (9:08 pm)
Thanks Richard. I figured so much on the shaders, doesn't hurt to double check :)