Tgea Prefs
by mb · in Torque Game Engine Advanced · 01/02/2008 (7:13 pm) · 4 replies
I'm wondering if anyone has a link to a description of all the prefs for TGEA. I'm looking for specific stuff about shadows and mip mapping and getting atlas textures to look their best. I've rendered out huge textures using L3DT and they look good just not great. I've seen other peoples work in TGEA and theirs are much better, so I'm hoping there are some prefs I can change to get a better look. I'm using the defaults as it is now for the prefs.cs file in example\starter.fps\client. The problem I have now is the texture is blurry up close but looks good at a distance (which is understandable but I've seen other peoples work where it looks great up close).
Any help with this is welcome! Thanks!
Any help with this is welcome! Thanks!
#2
01/02/2008 (7:55 pm)
Is there any good tutorials floating around that I can use? I've been reading a lot of info on the forums and in the TDN but a lot of it isn't put together well enough to really get a good understanding of how to make a nice looking texture on the atlas2 terrain. I have the basics down. But I'm sure I'm missing something.
#3
01/03/2008 (7:24 am)
Bump plz
#4
01/03/2008 (7:41 am)
Beside the TDN article, no, there aren't any tutorials at least to my knowlege. There are all over the place mentioned stuff like how the exponent of the texture size should/must relate to the tree depth and things ... but thats it
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
Reason is that the exporter only supports the "unique" texturing of atlas2, not the blended one so you can not raise the texel density -> will remain washed out.
the work you have seen were blended Atlas2 terrains not unique most likely.
You would have to use L3DTs opacity map and use the commands to create the atlas manually.