how do you exec materials.cs of an object
by Tarkna Johnson · in Torque Game Engine Advanced · 05/13/2009 (11:33 am) · 5 replies
I just recently messed around with TGEA, and notice that the their example station had a materials.cs. I was wondering were did they put/or should put the exec code for it. So I can do same thing with my models. Plus will I need any special program to export from Max to work with a materials.cs?
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#2
05/13/2009 (12:19 pm)
Just make sure you have a materials.cs in the same directory/folder as your shape and it's textures -- it's automatic. Of course you have to write the materials.csyourself.
#3
About the 3d Studio Max question: not sure that I understand what you mean. I don't use Max, but so long as you use the proper DTS exporter and your material definitions are correct in the materials.cs file then you should be good to go.
05/13/2009 (12:22 pm)
And Steve beat me too it! Must remember to hit refresh before postingAbout the 3d Studio Max question: not sure that I understand what you mean. I don't use Max, but so long as you use the proper DTS exporter and your material definitions are correct in the materials.cs file then you should be good to go.
#4
05/13/2009 (1:01 pm)
thank for the information
#5
"but don't put them in folders lower than each other."
I'm using T3D 1.1a btw, any difference here?
01/31/2010 (7:56 pm)
@Steve - I'm having all kinds of weird problems as I bring new model packs into my game and am wondering what exactly you mean by:"but don't put them in folders lower than each other."
I'm using T3D 1.1a btw, any difference here?
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