Game Development Community

Dts enviromental mapping setup

by Yuri Dobronravin · in Torque Game Engine · 06/28/2006 (4:46 pm) · 10 replies

Hello!

I need help as I'm trying to get enviromental mapping reflection working.

I see it working fine on the Orc's armour from the FPS Starting Kit,
but I can't export anything when I do it by myself (including the Orc).

I've read and tried all tutorials and forum threads I was able to find, without luck.

I've maded a simple shape, that I assume should have reflection.
http://www.logicking.com/box_reflection.zip
I even use original Orc's texture, because it has a proper alpha channel.
I'm using 3d max 7.

It's a block of script code, that I use to put the box in the game

//////////////////////////////////////////////////////////////////////////
datablock ItemData(HealthKitReflexive)
{
category = "Health";

shapeFile = "~/data/shapes/box/box_with_reflection.dts";
emap = true;


mass = 1;
friction = 1;
elasticity = 0.3;

pickupName = "a health kit";
repairAmount = 50;
};
////////////////////////////////////////////////////////////////////////


But all see when I place an item into the game is a box, without any signs of reflection.

Can anyone tell me where I am wrong or give me a working example.
I would appreciate any help.

Thanks.

#1
06/28/2006 (4:51 pm)
Well for staters it would be nice to know what your using to model these object. It seams to me more like a modeling problem.
#2
06/29/2006 (3:07 pm)
Here's the shape I was trying to made reflective. It's just a simple box, created in 3ds max 7
www.logicking.com/box_reflection.zip


Does anybody have a positive experience creating reflective dts objects with 3dmax?
Maybe you can provide some examples that works or point me what wrong with my shape?
#3
06/29/2006 (4:42 pm)
I don't use max but if you exported the object as 3ds I might be able to help
#4
07/03/2006 (5:37 am)
I think I found the root of the problem.
I was surfing forums and found this:
www.garagegames.com/mg/forums/result.thread.php?qt=20108

It's 3dmax 6 DTS exporter. Max5 working just fine on the same models.

It's a pity, because all models I have are created with 3ds max 7.

Hope that someone will fix these bugs in the future.
#5
07/05/2006 (9:10 am)
Im not sure if this is true, but I remember reading/hearing before that by default, emapping only works on player or vehicle objects. In order to get it on statics, I think you need a code change.

But like I said, that may be incorrect.
#6
07/05/2006 (10:51 am)
That's incorrect.

Emapping works on players, vehicles, weapons, static shapes, items without code changes. Just have to make sure it's set up right in modeling app, the exporter supports it and it's turned on in prefs.

The only changes I had to make to get emapping working was for show tool. Not Show Tool Pro, the one built into the engine. Which although is crap compared to pro, I still prefer it as it gives an accurate reflection of what my models look like inside my game (custom code).
#7
07/05/2006 (3:03 pm)
Yes emapping works on dts shapes, and even on interior objects (here, however I couldnt get it to work correctly).

I've got emap working properly with dts shapes, but only with 3dmax5 exporter. 3dmax7 export same shapes wihtout reflection.
#8
07/12/2006 (3:38 pm)
Seems like I found the bug with reflection export.
It was in max2dtsExporterPlus. I've recompiled it by myself with max7 sdk.
Here you can find solution:
www.garagegames.com/mg/forums/result.thread.php?qt=47578
#9
07/12/2006 (4:17 pm)
Wow, thanks! I've been having this problem too, I was wondering why it wasn't working!
#10
07/12/2006 (4:27 pm)
That is darned good to know, thanks, Yuri!