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Terrain Texture Editor...

by Mitovo · in Torque Game Engine Advanced · 05/30/2014 (5:09 am) · 5 replies

Hello again,

In TGEA 1.8.2, is the Terrain Texture Editor not working as it's supposed to or something? I'm noticing that it doesn't seem to work as well in TGEA as it does in TGE.

I've used the same textures and filters in both TGE and TGEA. In TGE it comes out looking great - exactly the way I would expect it, perhaps only needing slight tweaks, but otherwise fine. In TGEA, however, it looks nothing like I would expect it, even with similar settings to TGE.

Was there an issue with it in TGEA? Or do the settings work differently?

#1
05/30/2014 (4:01 pm)
The output should be far far superior to TGE although it requires a lot more skill to learn. What do you have set up so far as an example texture, maybe I can help.
You can adjust the specularity and apply a normal map just like TGE, but you can supply a second normal map as well to give a higher detail for simple rocks, for instance. With more complex objects, I would suggest looking into creating specular maps. Additionally, you can apply sub-surface lighting which will add to the unique tones of certain models. This is the bare basics. One thing I would like to have myself is a working texture for parallax shading so that I can begin reverse engineering how to make them on my own using Gimp, but overall I am very satisfied with the efforts of Torque. My next step is to begin learning the shaders which will add a whole new realm to the textures.
#2
05/30/2014 (7:30 pm)
Heya, DreamPharaoh,

Thanks for the suggestions!

Actually the bit I'm talking about is using the parametric texturing, where you distribute the different texture layers by height, slope, etc.

The results are consistent and great in TGE. Not so much in TGEA.

So, I'm wondering if that bit of the editor either 'broke' in TGEA, or if the settings work a bit differently now.

I can post a couple screenshots to show what I mean, if that would help, though.

Thanks again :)
#3
05/30/2014 (10:09 pm)
Incidentally, Dreampharaoh..

All those things you mentioned, about adding spec and normals and such... Are you referring to the terrain textures? Or to DTS? And this is in TGEA you're talking about?

If so, I never knew it had the capability on the terrain. I thought materials only worked for DTS models.

Iiiiinteresting.
#4
05/31/2014 (8:07 am)
@Mike,

I am sorry about that, for some reason I confused Torque 3D with Torque TGEA. I have not used TGEA in a long time so I guess I can't help you out on that one. I was also concentrating on DTS models as terrain was always a little strange in how it was set up.
After looking at my old notes, I had enormous difficulty getting this to work at the time and the fix was using L3DT pro in order to import with textures into Atlas terrain system otherwise I got errors like "AtlasChunk::readFrom Stream -(sent)invalid chunk master sentinel"

Hope this leads you in the right direction.
#5
05/31/2014 (4:52 pm)
Ahh.. I'm not even using Atlas terrains lol. That whole system is just "weird" to me.

My understanding is you also can't do things like carve holes or edit the terrain in TGEA itself, so that's kind of a bummer.

Unfortunate, 'cause I know it's really powerful in other ways.

Ah well.. Thanks for your time/help regardless :)