Game Development Community

Legacy Orc Materials

by Jeff Faust · in Torque Game Engine Advanced · 12/30/2006 (3:18 pm) · 2 replies

Has anyone put together a proper Material for the legacy orc player to be used in TGEA? (the old orc, not the space orc).

If not, can anyone share some quick pointers as to how to specify a material that roughly reproduces the way the legacy orc texture uses an environment map on the solid alpha areas of player.png?

I've set up a working basic material:
new Material(OldOrcSkin)
{
   baseTex[0] = "~/data/shapes/player/player";
};
... but I'm unsure how to extend it to get the env effect. It looks to me like the cubemap is automatically associated with stage 0. Is this going to require a custom material?

About the author

Jeff Faust creates special effects indie middleware and games for Faust Logic. --- Blog: Effectronica.com --- Twitter: @FaustLogic


#1
12/30/2006 (4:29 pm)
Adding a cubemap to the material def will give you the results youre looking for. Cubemap visibility is dictated by image alpha, just like emaps.
#2
12/30/2006 (5:23 pm)
Well, that's a good start, and quite easily done! Now I just need to soften the result. With the usual texture, the cubemap pretty much replaces the diffuse one. I'm guessing that maybe I need to darken up the alpha for that result... I'll give it a try.