Normal maps
by Dave Slezak (Ninjadave) · in Torque Game Engine · 03/23/2008 (1:08 am) · 5 replies
As simple as this sounds, I can't seem to get normal maps to work in Torque Constructor. (For use in TGEA)
Better phrased, I can't apply a normal map to a shape.
I honestly don't know how.
I've got it working before by another way, but I think the correct way is much easier, whatever the correct way may be.
Better phrased, I can't apply a normal map to a shape.
I honestly don't know how.
I've got it working before by another way, but I think the correct way is much easier, whatever the correct way may be.
#2
I recall something about QuArK, which I'll look into.
Thanks for the help.
03/23/2008 (1:53 am)
Huh, guess my simple problem isn't simple.I recall something about QuArK, which I'll look into.
Thanks for the help.
#3
04/30/2008 (8:40 am)
If you export it, the normal maps will not work in TGE, I believe. You would have to use TGEA.
#4
EDIT: Grr just looked at the post dates....
04/30/2008 (10:21 am)
It IS a simple problem with a simple solution. Normal maps are assigned via the material system, not the exporter. The diffuse map needs to be properly assigned, then you can define the specifics of the material (specularity, normal maps, etc) in the materials.cs file. That's the only way normal maps are assigned in TGEA.EDIT: Grr just looked at the post dates....
#5
Frankly I've learned much about TGEA since then and figured out how this stuff all works.
Looking back on it, this was a sad question. :(
04/18/2009 (9:07 pm)
@Ishbuu: Yeah, in fact I asked this more than a year ago now.Frankly I've learned much about TGEA since then and figured out how this stuff all works.
Looking back on it, this was a sad question. :(
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
mappings are done through the material files in TGEA and they won't show up outside of it, especially not in Constructor which is TGE and does not support it at all.