Layered Textures
by Ryan Edmar · in Artist Corner · 12/31/2006 (12:50 am) · 2 replies
I'm not sure if this is the right place to post this question because it deals with modeling and Torque.
I would like to know, is there a way to layer a texture on a character model after it is exported? What I want to do is have a base skin layer and be able to change stuff like clothes during realtime game play. I know you can set multiple skins by naming the base skin properly, but I can't seem to find any info on what I am looking for. A good example of the aspect I'm going for is The Sims. For any one not familiar with it, here's generally how it works. There is a base "naked" skin for the player model. The clothes are made in the same design but they have an alpha channel where the base skin shows through. When the model is rendered to the screen it has the base plus the clothing layered on top. Is it possible to do this with Torque?
I would like to know, is there a way to layer a texture on a character model after it is exported? What I want to do is have a base skin layer and be able to change stuff like clothes during realtime game play. I know you can set multiple skins by naming the base skin properly, but I can't seem to find any info on what I am looking for. A good example of the aspect I'm going for is The Sims. For any one not familiar with it, here's generally how it works. There is a base "naked" skin for the player model. The clothes are made in the same design but they have an alpha channel where the base skin shows through. When the model is rendered to the screen it has the base plus the clothing layered on top. Is it possible to do this with Torque?
About the author
#2
P.S. thanks for the heads up on 'the right place'.
12/31/2006 (10:40 pm)
Thanks for the help. After viewing the multiple skin resource I remebered I've already looked at it before but I forgot about it.P.S. thanks for the heads up on 'the right place'.
Associate Orion Elenzil
Real Life Plus
you'll want to implement this resource: www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7154.
.. together with the mesh-hiding resource, you've got a fairly powerful character-designing setup.
i haven't done the math in a while but at the music lounge we've got a trillion or so different possible characters via this technique.
w/r/t 'the right place' for this question,
personally i'd've posted it in either the public or private torque forums.