Game Development Community

T3D Vertex blended textures

by Tim · in General Discussion · 05/05/2014 (6:41 am) · 4 replies

I'be been working on architectural models for a considerable time now and am aware other engines are able to generate high quality game assets through blending textures with vertex blending. I'm am aware that this idea has been talked about for a while but I have not seen it implemented in torque yet. I've seen and used sahara which is great but it's not what I believe we need for architecture assets.

https://www.youtube.com/watch?v=0V6bit8PrZo&feature=youtube_gdata_player

Now I hear that one of the draw backs is having to write a gui for it but my question is this necessary yet as a first stage for it within torque? Could we implement the capability to blend two textures via vertex colour. If so the actual blend could be done externally in a 3d package and the model imported like wind effects. An editor could be looked at later for bespoke models.

I think that torque is missing a trick aart wise without a basic vertex texture blend.

I know this had been tried in the past and people got it to work but never finished it. Does anyone know how it can be achieved or interested in taking about a small commission to implement it.

Discuss.....

#1
05/09/2014 (7:34 am)
I liked the video.

I add it to my list of things to do.... when I have time :(
#2
05/09/2014 (7:43 am)
As with everything Luis time is difficult and I appreciate the consideration. Thank you for the response though. I do think that something like this will move the engine into the realms of producing phenomenal art but efficiently.

If you do look at this and want someone to bounce things off then please give me a shout. I've been pushing this idea personally for a long time now.

Good luck and let me know if I can help
#3
05/09/2014 (2:53 pm)
I take it you'd be thinking about wanting this on the terrain only, remember mesh objects already use vertex colours for wind and actual colour.
#4
05/09/2014 (4:49 pm)
Hi Steve. No it needs to be on the static meshes not the terrain. The conflict with the wind emitter is an issue im aware of but if other engines are achieving this then it must be possible. As a minimum one vertex blend colour Would be a significant improvement.