Dalek GLSL using Apricot builds

Hi

I’m trying to get my head around GLSL and material nodes. I want to have this Dalek model look the same in a viewport, in a render window and in the game engine. Currently the Dalek is rendered as a black silohette in the game engine - see the pic below. What am I doing wrong?

I can get the texture to show up in the game engine by creating a basic material and attaching a texture to it. But I would like to do it using only material nodes. Maybe this isn’t possible? Eventually I want to create a material node that will include a mask for the specular.

thanks in advance

can’t you make the mask using the Texture panel? or in an image editing program? then hook it up to a node? Or maybe I don’t understand

No it’s me that doesn’t understand :wink:

1 - can I get the textures to show up in the game engine WITHOUT using the texture panel? Maybe you can’t?

2 - I already have a black/white image for the specular. Can I plug this into the material node?

cheers

This is a known issue that has to be fixed still, it doesn’t recognize that is has to export the UV coordinates from the nodes. Ugly workaround for now: use the UV coordinate in a regular texture slot, but disable the texture slot.

Well the texture panel is how GLSL materials work. That is the only way tthat the engine knows which texture to use as well as how to use it from my understanding.

So if you want to use something to determine the specular you click on the MapTo Specular option in the texture panel. Then if you want to modify the way that the specular is used in real time, u connect that texture to a node and from there it’s up to you.

but yeah, lol, that’s pretty much all theory seeing as I haven’t actually tried that yet. Might want to ask Endi or CyberDragon or something who has already tried specular maps.

later - :smiley:

*runs away hides face

Edit: Oh it’s brecht, even better, what’s up brecht!!

Here’s your problem…the material nodes don’t work in the game engine. You have to understand that the material nodes are basically a form of post processing. The only way to texture a model in the game engine is by using blender materials and a texture or using UV coordinates.

thanks Kay_Eva and Brecht

I now have all three views working

I added the spec and colour maps via the material texture panel and then then hooked them together with node window

I don’t know if this is the right way or the efficient way of doing it - but it works…

you can see the spec being masked out on the dome of the Dalek below

http://img.photobucket.com/albums/v240/f1969ob/dalek_GLSL_specular_working.jpg

The material nodes should work in the Apricot builds see here
http://www.yofrankie.org/?p=204

Very good!

you blazed the trail for me, now I know something works cuz u did it sweet!

okay now, as far as effeciency is concerned. Yes that seems about right. Coming from my experience modding Crysis and some testing of Ogre - this is generally the way that game engines handle texture maps.

seems about right

okay bai

Ahhh, I see. Then just disregard my previous post. :slight_smile: