Game Development Community

Shaders?

by Bobby Leighton · in Constructor · 05/04/2007 (2:31 pm) · 6 replies

I'm not sure if anyone asked, but any chance there is a way to use shaders, like bump mapping and such so that things could be previewed in constructor?

#1
05/07/2007 (10:19 am)
Greetings!

Constructor is based on TGE so there's no current method of previewing shaders.

- LightWave Dave
#2
05/07/2007 (1:38 pm)
That makes sense, but there is a way to get them into TGE, so i was wondering if it was possible for you guys to add in the ability to run an HLSL file, from a script? I know i can add them into TGE with a little work, there is just no source code for constructor, or i would do it myself:) And by the way Dave, TY for answering some of my more foolish questions;) For me it is hard to MOD through Torque script, i really wish there was source, but then i dont think it would be given away for free.
#3
04/15/2008 (12:25 am)
Quote:Constructor is based on TGE so there's no current method of previewing shaders.

I understand this perfectly. Though I wonder if there are any plans to create a TGEA version of constructor later? Is it possible to port the code to TGEA?

I am evaluating the TGE and TGEA technology and I experienced that Constructor works perfectly with TGE but I have many problems in TGEA (wrong re-lighting, rendering issues).
#4
04/16/2008 (5:12 pm)
@Frank

I've also run into the interior lighting issues in TGEA... they're not Constructor issues, they're TGEA bugs. The DIF format has not changed between TGE 1.5.2 and TGEA 1.7.0. The only difference is that you have to define your materials for TGEA. I've been able to fix one of the problems so far. You can find the code here:

www.garagegames.com/mg/forums/result.thread.php?qt=73965
#5
04/17/2008 (1:31 pm)
Thank you Ryan for this reply. Unfortunately I cannot check your link out since I am not a customer of TGEA. I am still evaluating this software and because of the DIF issues I have some doubts to get a license.

So what do you recommend? Should I wait for another release and go with TGE so far? Or are there workarounds to get it running?

I wonder how they do it with "Legions - Fallen Empire". Do they have a better version of TGEA?
#6
04/17/2008 (1:41 pm)
It is a heavily modified version of Juggernaut, some of which made it into TGEA 1.7. The Legions code is being battletested, but large chunks of Jugg haven't been and may be stripped at any time. Which is why it will not be a product. See Brett's blog on it. What is in Legions and what is in Jugg and what is in TGEA, I don't know because I don't have access to the private SVN repo for Legions of Jugg.