Detailmaps for DTS : Suprise :-D
by Sven "RaCooN" Knie · in General Discussion · 03/12/2004 (1:05 pm) · 49 replies
- You want Detailmaps for DTS Shapes ???
- You need Detailmaps for DTS Shapes ???
Suprise, here we go ;-)
Add this texture:

with this texure:

and you will get this in the TGE

how is this working ?? Just create a Milkshape model, set the Flags to Mesh and Material and export it with the new version of my ms2dts exporter ;-)
I will upload the new version when I finished a tutorial for using this new feature.
What have you to do in the Torque Game Engine to activate this feature ???
- nothing, its all already there.
Is milkshape the only exporter with this feature at the moment ???
- no, David Wyand is also adding this stuff to his Lightwave exporter (at this point, a special thanks to you David)
3D-Diggers GbR.
Sven "RaCooN" Knie
www.3d-diggers.de
www.3d-diggers.de/grid
- You need Detailmaps for DTS Shapes ???
Suprise, here we go ;-)
Add this texture:

with this texure:

and you will get this in the TGE

how is this working ?? Just create a Milkshape model, set the Flags to Mesh and Material and export it with the new version of my ms2dts exporter ;-)
I will upload the new version when I finished a tutorial for using this new feature.
What have you to do in the Torque Game Engine to activate this feature ???
- nothing, its all already there.
Is milkshape the only exporter with this feature at the moment ???
- no, David Wyand is also adding this stuff to his Lightwave exporter (at this point, a special thanks to you David)
3D-Diggers GbR.
Sven "RaCooN" Knie
www.3d-diggers.de
www.3d-diggers.de/grid
#22
04/09/2004 (1:36 pm)
Comment moved to new thread regarding max2dts and detil maps. www.garagegames.com/mg/forums/result.thread.php?qt=17581
#23
04/10/2004 (1:36 am)
Anyone?
#24
I am liking the support for that program.
smiles . . .
04/23/2004 (10:36 pm)
I would like to know how to do blended animations in Milkshape.I am liking the support for that program.
smiles . . .
#25
12/15/2005 (12:15 am)
I know this is an old thread, but Lightwave Dave mentions that the LW2DTS exporter may have been updated to allow for detail maps. Has this been done Dave? If so how do I enable it in Lightwave in conjunction with the exporter and Torque please?
#26
Ah, another LW user. a rare breed we are.
@Dave
I too would like to know about detail maps, i haven't seen anything in the settings for it.
12/15/2005 (3:40 pm)
@Andy Ah, another LW user. a rare breed we are.
@Dave
I too would like to know about detail maps, i haven't seen anything in the settings for it.
#27
12/15/2005 (3:51 pm)
I haven't looked at the LWO that comes with GnomeTech exporter, but does the mapping example have it included? From the docs: "Note that all mapping types are supported including UV, other than cube mapping." I know it is listed on the GnomeTech site. I'll have to play when I get home.
#28
I am sure Dave will see this sooner or later and add his comments, but from an email we exchanged on the subject
"From my changes text file:
- Added in Detail Maps. These are usually gray-scale images that are
applied over the coloured surface, often to "dirty it up". To apply a
detail map, place an image into a surface's diffuse channel. This will
cause a detail map material to be exported. Note that as of this date, the
TGE will render the detail map in a second rendering pass. This means that
detail mapped polygons will be rendered twice each frame.
It has been quite a while since I last worked with this -- heck its been a
while since I last worked with LightWave in general. But if I recall, just
set it up as above, and make sure the detail map is in the same directory as
the DTS and you should be good to go."
I have not tried it yet, but if it works, I am going to try to include some detail textured objects in my RTS Environment pack since so many people have expressed interest in using the content in an FPS.
12/15/2005 (4:35 pm)
Regarding the lightWave2DTS exporter:I am sure Dave will see this sooner or later and add his comments, but from an email we exchanged on the subject
"From my changes text file:
- Added in Detail Maps. These are usually gray-scale images that are
applied over the coloured surface, often to "dirty it up". To apply a
detail map, place an image into a surface's diffuse channel. This will
cause a detail map material to be exported. Note that as of this date, the
TGE will render the detail map in a second rendering pass. This means that
detail mapped polygons will be rendered twice each frame.
It has been quite a while since I last worked with this -- heck its been a
while since I last worked with LightWave in general. But if I recall, just
set it up as above, and make sure the detail map is in the same directory as
the DTS and you should be good to go."
I have not tried it yet, but if it works, I am going to try to include some detail textured objects in my RTS Environment pack since so many people have expressed interest in using the content in an FPS.
#29
12/15/2005 (11:13 pm)
Sweet , this would be badass is was for maya.
#30
EDIT - for the time being I have added a 1% reflection map of black to stop the EM from overwriting the colour map as a workaround - the reflection has gone.
12/16/2005 (6:24 am)
I just tried putting the detail map and ShowTools indeed has the two textures blended together as expected - however I noticed in the material list the second texture (in the diffuse layer in Lightwave which becomes the multitexture) it does not have the Never Env Map property so when I switch on Environment Mapping it looks shiny - not the effect I want. Is this a known LW2DTS bug? There doesn't appear to be a way to stop if from Lightwave.EDIT - for the time being I have added a 1% reflection map of black to stop the EM from overwriting the colour map as a workaround - the reflection has gone.
#31
12/16/2005 (9:11 am)
Thanks for the info, I will check this out later and see what I get.
#32
12/18/2005 (11:32 pm)
I've noticed that when I scale the UV's so the 1st texture repeats (making the texture smaller but tiled) the detail map doesn't scale - it clamps the last pixel of each edge creating a stripy pattern. I think this is clamping? Can this be switched off with scripts or do I have to mod the engine?
#33
www.garagegames.com/mg/forums/result.thread.php?qt=37812
Not tested it yet myself though.
12/19/2005 (2:41 am)
Chris Robertson has updated his Milkshape Exporter to support detail maps.www.garagegames.com/mg/forums/result.thread.php?qt=37812
Not tested it yet myself though.
#34
It illustrates that only the 1st texture tiles the UV correctly. The detail map works when UV coords are between 0 and 1 but when it goes beyond that to tile it, it appears to clamp the texture.
12/19/2005 (5:51 am)
Here's a diagram to illustrate what I'm doing in Lightwave and ShowTools (Torque)It illustrates that only the 1st texture tiles the UV correctly. The detail map works when UV coords are between 0 and 1 but when it goes beyond that to tile it, it appears to clamp the texture.
#35
I am busy getting the RTS environment pack polished and ready to go, I haven't had a chance to test this in LightWave, but it looks like you have done that anyway.
I recommend you email David Wyand at TheHeadGnome@gnometech.com
He told me to contact him if there were any problems. Don't know if he will have time to sort this out, but its worth asking
12/21/2005 (2:59 pm)
@ Andy, I am busy getting the RTS environment pack polished and ready to go, I haven't had a chance to test this in LightWave, but it looks like you have done that anyway.
I recommend you email David Wyand at TheHeadGnome@gnometech.com
He told me to contact him if there were any problems. Don't know if he will have time to sort this out, but its worth asking
#36
12/21/2005 (3:55 pm)
Thanks Todd. I've emailed Dave. Good luck with your pack.
#37
03/04/2006 (12:31 am)
Dave's posted me some code and this works. Please contact Dave if you are registered Torque user for the fix if this has become an issue.
#38
You actually cannot post (from a licensing perspective) Torque C++ code in non-SDK owner forums.
I've been meaning to create a resource for people to make this change for detail maps in TGE 1.4. I think I can simplify it even further than what I sent you. I'll post a link to it here when I'm done.
- LightWave Dave
03/04/2006 (1:57 pm)
Andy,You actually cannot post (from a licensing perspective) Torque C++ code in non-SDK owner forums.
I've been meaning to create a resource for people to make this change for detail maps in TGE 1.4. I think I can simplify it even further than what I sent you. I'll post a link to it here when I'm done.
- LightWave Dave
#39
03/04/2006 (2:20 pm)
Okay so, what exporters currently support this, and what builds of TGE support this? Can I use the current build of the Max exporter in TGE 1.3.5 and get this effect?
#40
03/04/2006 (2:39 pm)
...
Torque Owner Sven "RaCooN" Knie
sorry but at the moment the max2dts and as far as I know maya2dts didn't support detailmaps.
If anyone add this stuff to one of this (or other exporters).
For Detailsmaps you have to:
1. Set the Meshflags "flags |= Mesh::HasDetail;"
2. create a detail material with "flags |= Material::DetailMap;" and "mat.detailScale = 1.0f;" (or the scale the user want => 1.0f mean 1:1 for Material and Detailmaterial"
3. create the material the belongs to the detailmap and set the "mat.detail = detailmapindex;" to the index where the detailmap is stored.
that's all