Game Development Community

Realm Wars Art Submission FAQ

by Logan Foster · in General Discussion · 12/10/2002 (8:21 pm) · 2 replies

The Realm Wars team has created a small document of art requirements that we ask parties please follow if they are intersted in contributing art tasks to the Realm Wars community project. This will allow us to maximize our time and allow the submission of art assets to go by as smoothly as possible.

If you have any questions or comments please make them here in this thread.

Logan

#1
12/31/2002 (11:38 pm)
I've read the FAQ and the documents referenced by it. I've also read the Torque engine documentation on this site, but it concerns mostly how to tech a Max file for export, and doesn't talk about materials much at all.

First: the documentation talks about a previewer application. Where can I download this? It doesn't seem to be part of the Max exporter pak.

On object materials:

* Can I specify a grayscale style bump map? The thread about a barrel here on the board talks about putting bump mapping in the alpha channel -- is that how I do it for Torque? If so, can I use bump mapping and opacity at the same time? Can I specify a normal map instead?

* I notice that there's a "transparency" mode which will attempt to sort the geometry for proper blending. However, good trees, grates, and similar objects can make use of cut-out transparency, which can render with alpha test together with fully opaque geometry without artifacts. How do I specify that something uses alpha test?

* How do I specify basic material properties like specular level vs diffuse level vs ambient level vs emissive level?

* Can I specify a gloss map? Reflectivity map?

* Some engines support anisotropic specular effects, which work sort-of like those christmas ornaments with threads around them; the highlight is very oblong in one direction, and tight in the other direction. Can I specify a channel for determining this?

If there's a document that actually explains these things, I'd be happy with a link to them. I sent a question to Pascal Bos, who seems to be the art lead, but I haven't yet heard back.
#2
01/01/2003 (2:18 pm)
Testing : If you mean the "Show Tool" this is a small testing application that comes with TGE itself. You can access the Show Tool by adding the "-show " tag when loading a TGE application such as Realm Wars (ie. realmwars -show).

Bump/Normal Maps : You obviously need the required map for this to function properly (grayscale for bump map and the colored normal map), but as of this time TGE does not support this so its kind of moot. When it is in, we will add the information for it.

Gloss/Reflective : An environmental reflection is supported as mentioned in the DTS Expoter Documentation.

Alpha and Alpha Sorting : You might want to check out this section of the DTS Exporter Documentation in regards to most of your question about alphas, transparency, and how the engine handles it.

Ambient, Specular, and Diffuse Levels: AFAIK this information is not used in the engine. I could be wrong though.

Antiscopic and other shader types : AFAIK this information is not supported in the engine at this time.

I hope that this helps you out. If you have any questions or comments please feel free to make them.

Logan