Game Development Community

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!

#1
08/18/2005 (10:28 pm)
You might check the automatic mapping that happens for materials. Or you could use a script to define 60 materials if they all have the same naming convention.
#2
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
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