Game Development Community

Texture/Material layers in TGEA?

by Ronald J Nelson · in Torque Game Engine Advanced · 12/28/2007 (3:52 pm) · 28 replies

Has this been done? I have seen a ton of resources in TGE for texture layers but none for TGEA.

Has it been done yet for TGEA or is there another method?
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#21
01/04/2008 (10:22 am)
The problem you are going to run into is not shader based. It's going to be figuring out what your draw call is. You probably need a way to build polygons that "fit" the area of the dts that you need to render the decal on. The old shadow code did this pretty well.

Again, though, this is not a shader issue.
#22
01/04/2008 (10:45 pm)
Thank you Pat.

Can someone tell me how you would set up a material that would blend the multiple textures? Additionally from what I asked earlier, is there a way to select which ones are active?
#23
01/04/2008 (11:34 pm)
I believe he's looking for something akin to what they did in Kork Paintball, but a TGEA solution.

www.garagegames.com/blogs/21036/10907
#24
01/05/2008 (12:17 am)
Jacobin is sorrect.

I managed to do something almost identical in TGE based upon that resource above and converting the point of impact into 2D coordinates that I used to place the texture layer.

I am looking to make a system similar to it in TGEA. I am just trying to get a starting point and find out some of the already available stuff to work with.
#25
01/06/2008 (1:23 am)
OK. I realize this is just not going to go the way I would like it to so I need to ask a favor.

Could someone please give me an example on how to do a material that actually uses the layers that are already available to use for something like a vehicle texture?
#26
01/06/2008 (5:05 am)
TGEA does not support vertex paint, it has nothing common with a shader.
You need to change the sdk.

try to modify/use and port these 2 resources:

Changing Interior(dif) textures on the fly (TGE)
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=11178

Shadows class derived from Sceneobject
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9643
tdn.garagegames.com/wiki/Shadow_class_derived_from_SceneObject
#27
01/06/2008 (9:51 am)
Picasso, I did not ask for that. I asked for what everyone else said it DOES do right now.
#28
01/06/2008 (10:27 am)
You asked : "Could someone please give me an example on how to do a material that actually uses the layers that are already available to use for something like a vehicle texture?"

You can not create this effect with a material, because in TGEA we have shaders (not FFP) and PS can not create pixels (only manipulate pixels, this is the nature of the pixel pipeline) on its render targets.
VS can not delete/create vertexs, but can deform them (equals to NULL and moves outside the render plane).
You need to study how your effect is created in TGE, then port it in TGEA.
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