Material mapping for .ifl's?
by Justin Tolchin · in Torque Game Engine Advanced · 08/18/2005 (4:21 pm) · 5 replies
Hi all,
Does anybody know if there is a way I can set up material mapping for each texture in an .ifl without having to actually make 60 (in this case) separate material objects? Is there any kind of shortcut for this?
Thanks!
Does anybody know if there is a way I can set up material mapping for each texture in an .ifl without having to actually make 60 (in this case) separate material objects? Is there any kind of shortcut for this?
Thanks!
#2
The textures do follow a similar naming scheme: "explode_1.png", "explode_2.png", etc. I just want to get transparency turned on for all of them.
08/19/2005 (8:40 am)
Hmmm... not sure what you mean by "check the automatic mapping". Can you clarify? The textures do follow a similar naming scheme: "explode_1.png", "explode_2.png", etc. I just want to get transparency turned on for all of them.
#3
Notice I totally made up all those parameters, but I think that gets the point across.
08/19/2005 (12:52 pm)
for($i=0; $i<60; $i++)
eval("new Material() { texture=\"explode_" @ $i @ ".png\"; translucent=true; };");Notice I totally made up all those parameters, but I think that gets the point across.
#4
08/19/2005 (1:04 pm)
Oh hey, you can do that? :-D I learn something new every day! Thanks, Ben!
#5
08/19/2005 (3:17 pm)
Ben rocks :P
Associate Kyle Carter