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.
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 -
*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.
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.