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How to use Normal materials in TGE 1.5.

by Browser_ice · in Torque Game Engine · 11/09/2007 (9:58 am) · 10 replies

I have seen the advanced material tutorial on how to create Normals (which I know how) but when it says how to use them, it simply says it will be in another tutorial which I cannot find anywhere.

How do we use a Normal material in TGE 1.5.* ?

Are there limits or restrictions in using them ? Like the total amount in a mission ?

#1
11/09/2007 (10:04 am)
You don't, you will need TGEA for using normal maps, unless you are referring to something else.
#2
11/09/2007 (10:25 am)
The modernization kit for 1.5 uses normal maps.
#3
11/09/2007 (10:45 am)
But only on difs
#4
11/09/2007 (11:03 am)
And water
#5
11/09/2007 (1:13 pm)
Ok for DIFs but how ?
#6
11/09/2007 (1:17 pm)
You will have to implement the Modernization Kit, which requires changes to the C++ source code. It is not available in the demo that you have.
#7
11/09/2007 (1:24 pm)
Does it use normal maps or bump maps? If normal maps, how does it do this? I was poking at fixed-function normal mapping yesterday, actually, and was using this method:

TU0: Diffuse Map
TU1: Normal Map
TU2: No texture

Diffuse combiners are all the standard.

Normal Map:
Color arg 1 = texture sample (from normal map)
Color arg 2 = Texture factor (could use a per-stage constant), set to light direction
Outputs to temp register

TU2:
Modulate temp register (N dot L) with current (output from TU0), output as usual.

I didn't finish the implementation because I ran into two problems:
1. The second argument is a color value, and can't be negative
2. No object->texture space transform matrix

I was thinking that some of this could be overcome since the application for it has a fixed light vector, but I decided it wasn't worth it. Did I miss something?
#8
11/09/2007 (2:06 pm)
I do not have a demo. I have access to the commercial license TGE 1.5.1 engine my company has. I am just contributing to it by creating a mission of my own. I have no access to code changes, only modeling, texturing and scripting.
#9
11/09/2007 (2:10 pm)
That's right. I forgot.

Then you will have to get one of your programmers to implement it in your build of the engine.
#10
11/09/2007 (2:24 pm)
Ah doh, this is a shader effect. Nevermind previous post.