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Torque Constructor and custom textures...

by User · in Artist Corner · 05/12/2009 (3:05 pm) · 4 replies

Hello all,

I've been recently working in constructor on models, and i am trying to make a chain-link fence.
I have accomplished the before, but it was an extremley high poly model, ad it crashed my games. So i thought of the idea of using .tga transparencies as textures, and not have to do anything. I have the texture ready, but it only imports .png .jpg, and the other basic image files.

Is there any other way to import textures and keeping there transparency?

Thanks,
Matt

#1
05/12/2009 (3:22 pm)
Quote:
extremley high poly model, ad it crashed my games
Yeah, they'll do that.

Constructor isn't really designed for transparencies.

I'd say your best bet is to make a simple DTS mesh model, like a single plane, UVmap the "chain link" texture to it. Using a PNG might be best, and export the model with transparency flagged in the exporter.
I'm not that clued up on TorqueX... does it use material.cs files?

also you got a typo on "acctually very smart" in your profile ;) and if you're a train fan, I spent the weekend hunting down Britain's newest, Indy built steam train. Forgive the self-indulgent spam link.
#2
05/12/2009 (5:05 pm)
Ahh thanks for that. Torque X is completley powered off Visual studio C# 2008, so all of the material files are .cs files.

Ill fix the typo, too. Cool video :)
#3
05/12/2009 (5:36 pm)
Right, sounds like it's a lot like TGEA then. This is what I use as a material.cs listing for a transparent branch. Still best to consult your engien's docs on materials.

new Material(abranch1)
{
   mapTo = "abranch1";
   basetex[0] = "abranch1";

   translucent = true;
   translucentBlendOp = LerpAlpha;
   translucentZWrite = true;
   alphaRef = 192;
};

Technically, you might be able to do this in Constructor, just slap the texture on, export it, set up your material.cs, but it'll cast a thick, solid shadow and will also stop projectiles, both of which might look a bit funny.
#4
05/12/2009 (5:52 pm)
I'll Try it. Thanks.