Book Image

Torque 3D Game Development Cookbook

By : DAVID WYAND
Book Image

Torque 3D Game Development Cookbook

By: DAVID WYAND

Overview of this book

Torque 3D is a popular game engine that supports you in every step along the way to making your game a reality. Even with all of the power and tools that Torque 3D provides, finishing a high quality 3D game requires time and knowledge."Torque 3D Game Development Cookbook" is a practical guide that takes you through each of the major steps on the journey to creating your game, while learning a few tricks along the way.The recipes in this book start off with learning some of the finer points about TorqueScript. The book then moves on to each of Torque 3D's subsystems and ends with a variety of game play recipes.The various topics covered include activating level-specific game code and scheduling game events, dragging and dropping items between windows to work with an in-game inventory system, and covering the seams between objects with well placed decals. Some of the advanced topics include writing custom shaders and postFX, using zones to improve rendering performance, and enhancing your game's ambience through sound.Once you are done with Torque 3D Game Development Cookbook you'll be on your way to creating amazing 3D games and gain expert knowledge of Torque 3D.
Table of Contents (17 chapters)
Torque 3D Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

How to change the material of an object in the World Editor


When we add a 3D object to a level using the World Editor, it always has the same set of materials as defined by the artist (using the Material Editor window or through scripts). Sometimes we want to keep the same object geometry and just change the materials used. An example would be two soccer nets with distinct coloring while having the same shape. This process of changing the materials of an object in Torque 3D is called skinning. In this recipe, we will change the materials of an object to be different than the default materials by modifying the properties of an object using the World Editor window.

Getting ready

Before we can skin a 3D object, we need to prepare it and its materials or surfaces in a 3D modeling application. We will then have to set up the new skinned Material instances using a text editor, such as Torsion, to have their mapTo properties set correctly. Afterwards we can tweak the Material instances using the...