Character personalisation like cloth, tatoo ... + Material questions.
by elvince · in Torque 3D Professional · 12/03/2009 (7:38 am) · 0 replies
Hi all,
I'm not sure to understand how we can personalize a character in Torque 3D.
For tatoo, scars etc... , I thought we can use the material layers. But if you change the material, it will change for all model that are using this material.
Imagine I want to use Gideon for all player and I want them to be unique by adding a gui that allow the player to add scars, tatoo.
What will be the approach?
For Armor, the best approach is the mesh hiding. You build all the mesh within a single dts and hide/unhide mesh depanding on what you want.
For clothes that fit on the initial mesh (not an armor), what is the best approach? I think we can use the material approach as for tatoo?
Let's take an example with Gideon that have a full body texture in 1 material. If I want him to wear a teeshirt, what will you do?
1/ Create a texture with the same size fully transparent, and draw the teeshirt at the exact place. Then add it on the 2nd layer?
2/ Split the initial texture into several? 1 for torso, 1 for legs ... and switch the texture with setSkinName function (this is used on ShapeBAse object, not sure you can use it on Mesh with multiple texture like Gideon?)
In term of memory, if your initial is 512*512 and you add a 2nd layer, does the memory usage for those texture are 2*512*512 or just 512*512 because the 2 are merged?
Another question on Material: By default, the player texture are set in the 3D tools like blender, maya, 3DS max. How does the material definition took the lead on the texture and override the default definition of the DTS? Is it part of the DTS Export to create this material.cs? or just via the material editor?
Thanks for your help, I really tried to catch those information on forum/resources, but it seems thats T3D offers a lot more than TGE/TGEA and I want to be sure to use the more efficient one.
I'm not sure to understand how we can personalize a character in Torque 3D.
For tatoo, scars etc... , I thought we can use the material layers. But if you change the material, it will change for all model that are using this material.
Imagine I want to use Gideon for all player and I want them to be unique by adding a gui that allow the player to add scars, tatoo.
What will be the approach?
For Armor, the best approach is the mesh hiding. You build all the mesh within a single dts and hide/unhide mesh depanding on what you want.
For clothes that fit on the initial mesh (not an armor), what is the best approach? I think we can use the material approach as for tatoo?
Let's take an example with Gideon that have a full body texture in 1 material. If I want him to wear a teeshirt, what will you do?
1/ Create a texture with the same size fully transparent, and draw the teeshirt at the exact place. Then add it on the 2nd layer?
2/ Split the initial texture into several? 1 for torso, 1 for legs ... and switch the texture with setSkinName function (this is used on ShapeBAse object, not sure you can use it on Mesh with multiple texture like Gideon?)
In term of memory, if your initial is 512*512 and you add a 2nd layer, does the memory usage for those texture are 2*512*512 or just 512*512 because the 2 are merged?
Another question on Material: By default, the player texture are set in the 3D tools like blender, maya, 3DS max. How does the material definition took the lead on the texture and override the default definition of the DTS? Is it part of the DTS Export to create this material.cs? or just via the material editor?
Thanks for your help, I really tried to catch those information on forum/resources, but it seems thats T3D offers a lot more than TGE/TGEA and I want to be sure to use the more efficient one.
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