Game Development Community

DTS files and bump maps

by QSquid · in General Discussion · 03/12/2007 (1:50 pm) · 0 replies

Hi folks,

I'm just getting going on TGEA and have had a lot of success creating some great interior textures using normal mapping, specularity, etc. But as I've begun trying to use these techniques with dts objects, I've decided that I must be missing something.

I've been trying to use these attributes just like I did with my dif models. I open the corresponding materials.cs file and create a new material for my object. here's an example of one I did for a cobblestone texture:

new Material(cobblestone)
{
mapTo = cobblestone;
baseTex[0] = "cobblestone";
bumpTex[0] = "cobblestone_bump";

pixelSpecular[0] = true;
specular[0] = "1.0 1.0 1.0 0.1";
specularPower[0] = 25.0;
};

This is the exact same one that I used for the floor on one of my rooms and it looks great. But upon applying this material to a dts object that has been mapped with the same image, I only get the object and base texture, no bump mapping or specularity. What am I doing wrong. As far as I can tell, I can change anything I want in that materials.cs file and it has no effect on my object. I've tried lighting it with a static light with affect dts turned on. Which leads me to another question (Sorry this is so long)

My dts models seem to be illumiated on both sides. I have read all the documentation for TGEA, and have an idea of being able to control this with the dts objects settings, but it didn't specify how to change those settings. My programmers here are working on another project, any help will be REAAAAALLy appreciated.

Thanks!