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
#42
1. Texture reuse - one detail map such as rocks or rust can be reused on many objects rather than having to make unique textures all the time.
2. Texture resolution - by tiling the detail map you give the surface a crisp look - so when you approach for example a brick wall - once the brick texture gets a little blurry because of the filtering, the detail map comes into view which might be chipped brick for example. You get closer to the brick and see that it is made up of finer details - which was the original reason for having detail maps.
03/04/2006 (8:47 pm)
Well if the texture resolutions are the same then there is no point, you may as well blend them in your paint package first. However there are at least two reasons I can think of that are of great benefit.1. Texture reuse - one detail map such as rocks or rust can be reused on many objects rather than having to make unique textures all the time.
2. Texture resolution - by tiling the detail map you give the surface a crisp look - so when you approach for example a brick wall - once the brick texture gets a little blurry because of the filtering, the detail map comes into view which might be chipped brick for example. You get closer to the brick and see that it is made up of finer details - which was the original reason for having detail maps.
#43
The second one I can see workign on some kind of interior or on terrain but not on a character or a vehicle.
Can the detail maps and regular textures use different UVs?
03/05/2006 (10:39 am)
You make a good point with the first one. Using a 2x2 flat color texture, and a detail map you could easily have many objects that are colored differently without having to have multiple full-sized textures. THat makes sense. The second one I can see workign on some kind of interior or on terrain but not on a character or a vehicle.
Can the detail maps and regular textures use different UVs?
#44
03/05/2006 (4:44 pm)
No you can only use the same UVs in TGE. I'm not sure about TSE. Tiling works however because it comes from the same UV space.
#45
10/31/2006 (10:13 am)
So when I export a shape from MilkShape that has a detail map, it works but the detail map doesn't tile at all like it does for Torque terrain. Is this the problem that others have been having?
#46
10/31/2006 (10:25 am)
Nice. but milkshape! and lightwave!. no 3dsmax exporters??
#47
01/23/2007 (12:17 pm)
Yeah what about the 3ds max exporters? Can they support detail textures as well?
#48
06/15/2008 (8:15 pm)
Detail map support should be added to either official exporter, maya or max. it doesn't work as exported from max in tge, but it is shown correctly in showtool. would be lovely to have it. at least for tgea.
#49
06/15/2008 (8:26 pm)
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Torque Owner Brian "Ayavaron" Ross II