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
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
About the author
#2
Ill fix the typo, too. Cool video :)
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
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.
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.
Associate Steve Acaster
[YorkshireRifles.com]
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.