Change color at runtime for Material
by Lateral Punk · in Torque Game Engine Advanced · 06/25/2007 (2:07 pm) · 1 replies
Does anyone know how to change the color (tint) of the diffuse property of a material at runtime? I want to basically tint things during execution, but can't seem to figure how to do it. Moreover, it seems that the diffuse[] property of Material doesn't even have any effect at start-up. I set it to being fully red, but I see no difference in the world. Do I have to use a CustomMaterial with a simple shader that uses the new diffuse? Seems like a lot of work if I have to do it that way.
thanks
thanks
Torque Owner Kirk Longendyke
can say that
new Material(buggy_body001a) { baseTex[0] = "./microt"; bumpTex[0] = "./microtb"; glow[0] = false; emissive[0] = true; pixelSpecular[0] = true; specular[0] = "0.5 0.5 0.5 0.5"; diffuse[0] = $diffusebar; specularPower[0] = 128.0; cubemap[0] = WChrome; baseTex[1] = "./microt_decals1"; preload = true; }; $diffusebar = $redshading @ " 0.0 0.0 0.0";gets it as far as : img406.imageshack.us/my.php?image=wtfxzm6.jpg
course, could be i just found a bug in the guiobjectview we're workin on over
www.garagegames.com/mg/forums/result.thread.php?qt=58720
dunno. if you've got a similar setup to check it on, would be interested to see where that test takes us.