Game Development Community

Quick texture question

by Kevin Johnson · in Torque Game Engine Advanced · 10/19/2004 (7:14 am) · 4 replies

Mission download seems to not download to clients textures ONLY specified in materials.cs. If for example, you have a place holder texture (something like stubTexture.jpg) and use materials.cs to actually assign the texture mapping.

ie:
material map.cs
addmaterialmapping("stubTexture", "material: WayCoolTexture");
server/materials.cs
datablock Material(WayCoolTexture)
{
   baseTex[0]       = "SomeOtherTexture";
   bumpTex[0]       = "SomeOtherTextureBump";
   pixelSpecular[0] = true;
   specular[0]      = "1.0 1.0 1.0 1.0";
   specularPower[0] = 4.0;
};


SomeOtherTexture and SomeOtherTextureBump never get downloaded by a client. So would I need to distribute the textures via other means than torque's built in mechanism, or is this a bug??

#1
10/20/2004 (5:15 am)
I'm currently loading up dummy objects with the bump maps as base textures to get them to the client. But for some reason it seems to do the load textures for materials.cs BEFORE it loads them for objects..so after the bumpmaps are dowbloaded the client must re connect in order to see them.. There has to be another way ..:) oh BTW this is Dedicated server mode
#2
10/20/2004 (9:39 am)
I don't think that transferring textures over the network is supported yet in TSE. Theoretically your client should have all the textures before it connects. Not sure if this capability is in the feature list or not, though. Perhaps Brian could offer some input here?
#3
10/20/2004 (9:45 am)
Yes, there is a problem with that, the BraveTree guys ran into this problem. I'm waiting for a fix from Matt Fairfax. The problem is the texture names don't get sent across the net (or maybe they do, but the textures are not re-aquired on the client side).

FYI the materials will change in the future such that they are no longer datablocks being sent across the network. They will instead be merely script objects. I'm shooting for this in milestone 3, more to come soon.
#4
10/20/2004 (1:39 pm)
Ok.. thanx.. I'll just keep using my workaround..