Multitexturing?
by Woody · in Constructor · 04/18/2007 (7:27 pm) · 11 replies
Does anyone know if there is a way to have Multitexturing (or Layered Textures) in Constructor / TGE for things like dirt maps, etc, to break up repeating textures a bit more?
Thanks in advance!
Thanks in advance!
#2
04/19/2007 (1:21 pm)
I'm also interested into multitexturing on a single surface. And I'm not speaking about detail map :/
#3
There is no method of applying multiple textures to a brush face within Constructor.
- LightWave Dave
04/19/2007 (8:42 pm)
Greetings!There is no method of applying multiple textures to a brush face within Constructor.
- LightWave Dave
#4
Dave, is there a way to do it in TGE then? This seems like a feature that should be somewhere, since it's been around for quite some time in other games. I know you can project decals, but I was hopeing to overlay and/or blend (multiply, for example) two textures to break up repeats.... think grafitti on a brick wall, or moss growing on a water fountain, or tire marks and oil stains on a concrete floor.... those kinds of things that help with the realism so that everything isn't perfectly clean.
Thanks,
- Woody
04/22/2007 (10:43 pm)
Thanks for the responces...Dave, is there a way to do it in TGE then? This seems like a feature that should be somewhere, since it's been around for quite some time in other games. I know you can project decals, but I was hopeing to overlay and/or blend (multiply, for example) two textures to break up repeats.... think grafitti on a brick wall, or moss growing on a water fountain, or tire marks and oil stains on a concrete floor.... those kinds of things that help with the realism so that everything isn't perfectly clean.
Thanks,
- Woody
#5
Create your wall or w/e in photoshop or any other 2d editor (complete with all the textures you want, graffiti, stains, etc) make sure it's an even size (multiple of 2) then chunk it up. There are many easy ways to chuck textures up in ps, simplest is using the grid at the specific size (say 256x256) then copy and paste each texture into new docs and save.
In constructor, build your wall or floor either using the texture sizes you chunked up or cut them apart manually then place each texture on each face in order. Whala you have a split up wall (none repeating) using a bit more complicated method. This gets a bit harder with odd shaped faces, cylinders and spheres, but it can be done by the numbers also, just takes a bit more planning. probably shouldn't be done to a lot in one map either. You can also take advantage to rotating textures that don't need to butt up to be smooth looking.
04/25/2007 (1:53 pm)
This can absolutely be done!Create your wall or w/e in photoshop or any other 2d editor (complete with all the textures you want, graffiti, stains, etc) make sure it's an even size (multiple of 2) then chunk it up. There are many easy ways to chuck textures up in ps, simplest is using the grid at the specific size (say 256x256) then copy and paste each texture into new docs and save.
In constructor, build your wall or floor either using the texture sizes you chunked up or cut them apart manually then place each texture on each face in order. Whala you have a split up wall (none repeating) using a bit more complicated method. This gets a bit harder with odd shaped faces, cylinders and spheres, but it can be done by the numbers also, just takes a bit more planning. probably shouldn't be done to a lot in one map either. You can also take advantage to rotating textures that don't need to butt up to be smooth looking.
#6
Anyone know if there is a thought about adding this feature in torque? I know you can project decals, but they don't play nicely with any kinds of corners, unfortunately.
Thanks,
- Woody
04/25/2007 (10:57 pm)
Yeah, that is an option that I've thought about too.. by splitting the wall into specific sections and per-face texture them. Unfortunately, that leads to using many more resources for texture file sizes, and I was hoping to avoid that. Using it a few times throughout should be okay, but I was hoping there was a way (or a future plan, at the very least) for Torque to handle multitexturing so that, for example, the bottom of all walls could be grungy, as with other areas where dirt congregates. Also hoping to have rust stains and the like... all of these things by reusing the textures through layers, overlaying them onto different base textures ... all the while saving a lot of texture memory.Anyone know if there is a thought about adding this feature in torque? I know you can project decals, but they don't play nicely with any kinds of corners, unfortunately.
Thanks,
- Woody
#7
Ultimately it would be awesome to just paint on difs (objects) like you can do in many modeling tools. I think they will get there at some point.
04/26/2007 (7:06 am)
Yes, it would be nice to be able to make small pngs or jpgs and have them multi onto a surface, but i think that texture resource wise it's about the same plus perhaps the added algorithm of rendering the effect. Making 4 - 128 textures is equal to 1- 256, which gives you quite a bit of room to play with, if not for making it a bit more complex for you to implement.Ultimately it would be awesome to just paint on difs (objects) like you can do in many modeling tools. I think they will get there at some point.
#8
04/26/2007 (7:10 am)
I agree with the need of multitexturing, it's a feature already out there in most current games (notably on major console games) and it really helps for having less ram consumption and better looking surfaces. It's a must have (something like a tile editor on surfaces would dream-like).
#9
05/06/2007 (11:43 am)
Well you can do anything you want through direct X shaders or open GL shaders in TGE, i just wish we could do it right in constructor. I think they should come up with a scripting function to add in what we want for shaders within constructor.
#10
05/07/2007 (8:17 am)
Yes please add decal textures. It would be nice to be able to just point and click where you want to add, for example, some leaves on the ground around a tree or dirt/garbage on the ground or on a building. We used to do this in hammer for half-life & hl2 all the time. This would help out a lot... especially since my graphic artist keeps asking me for it.
#11
Mission Objects -> environment -> sgDecalProjector. Or is this just for neon light type stuff?
05/07/2007 (8:48 am)
Just wondering... would the decals/projectors in the lighting kit work for what we are trying (I can't test it myself right now)? tdn.garagegames.com/wiki/Torque/LightingSystem/Misc_EffectsMission Objects -> environment -> sgDecalProjector. Or is this just for neon light type stuff?
Torque Owner John Doppler Schiff
I don't know of a resource to do that in TGE, but you can assign "detail" maps to materials through script commands. This secondary texture bakes in bump detail to your textures. It's not a color overlay, however; it just adds simulated bump mapping from a grayscale image.
Oh, good! There's actually a TDN page for it...