Game Development Community

Setting Up Normal Mapping?

by Justin Myers (jlmstudio) · in Artist Corner · 01/08/2007 (8:59 pm) · 4 replies

Hello All,

Ok I'm not asking help on how to create my Normal map.

I have a Model which I can get into Torque. (I have both .dts and .dif)

I have a Normal Map.

I have a Texture Map.


After searhing the forms for quite some time I thougth I would just ask. Is there a resource of how to get the Noraml Maps up and running within Torque. I would like to use them with both the dts objects and the difs.

Currently I am trying to figure a good pipeline so we can start production. One bump in the road is advance texturing. Im more a artist so I'm looking for some sort of tool to help in setting them up. I do know a programer so if programing is required any help would be welcomed.

Thank You,

Justin

#1
01/08/2007 (9:19 pm)
TGEA supports normal maps on DTS objects. TGE does not.
#2
01/11/2007 (7:13 pm)
Well I bought both Torque Game Engine and Torque Shader Engine about a year ago.

I've messed with the basic Toruqe Game Engine just to see how hard it was to import characters and buildings into the engine. From this I was determining the basic pipeline I would use.

Since I needed the Shader Engine (What I think you mean by TGEA, Got to get used to the abb.) I read the docs and set it up and so I believe I'm ready to roll.

What is a good starting place to start learning how to apply the Normal maps? Or maybe a better question is what do I need to start reading to learn more about the Torque Shader Engine? Any point in the right direction would help.
#3
01/11/2007 (11:42 pm)
Take a look in any materials.cs, there you can see examples how to define Normalmaps etc.
#4
02/20/2007 (8:08 pm)
Is normal mapping defined the same on .dts files as it is on .dif files, then? For example, would you put a "materials.cs" in the "/player" directory and then map the normal-mapped material to the bump for, say, "player.png" as you would with an interior's "brick.png"?