Using TMK in script
by Daniel Buckmaster · in Torque Game Engine · 12/20/2007 (4:24 am) · 1 replies
I've got my own game working nicely, based off tutorial.base. How do I add MK support to this? I've got the MK compiled, and it works beautifully in starter.fps, but what scripting hoops do I have to jump through to get the bloom and normal mapping working? I've added the DRL:: stuff in main.cs, and normal maps are being auto-generated, but my DIFs are still normal, and no DRL/bloom stuff is going on.
EDIT: Okay, I'm a tool. If you're trying to do the same thing, add in the console:
EDIT: Okay, I'm a tool. If you're trying to do the same thing, add in the console:
MaterialManager::setShaderQuality(500); DRL::enable(1); DRL::setBloomQuality(3);Might be nice to load some preferences into those so you can turn it off for lower-end PCs.
About the author
Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!
Torque Owner Nathan Kent
function badSpecs() { MaterialManager::setShaderQuality(50); // < No clue what these should be DRL::enable(0); DRL::setBloomQuality(1); }