Decal on vehicle

Materials, textures, lighting, postfx
7 posts Page 1 of 1
Hodo33
Posts: 86
Joined: Fri Dec 29, 2017 4:34 pm
by Hodo33 » Tue Jan 01, 2019 5:14 pm
Is the engine capable of rendering a decal on a vehicle? If so how can I do that. Have tried but they don't seem to want to render on a dynamic object
marauder2k9
Posts: 240
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Tue Jan 01, 2019 6:46 pm
for the time being i don't think so, the decal wouldn't stay on an object that moves anyway but there was a few forums floating around that specified and talked about ways of adding decals that stay on objects that move though im not sure where it is if i find it ill link it to you.

There are a number of different methods for adding decals to objects that could be implemented into torque though, one that i thought would be best would be decals that actually modify and apply to the texture of the object this way u don't have to actually worry about the engine having to keep track of the position of the decal in real time
Hodo33
Posts: 86
Joined: Fri Dec 29, 2017 4:34 pm
by Hodo33 » Wed Jan 02, 2019 3:45 pm
Thanks for the reply. I was thinking of adding a transparent layer to the material if I could see the U,V layout. Just wanted a sign on the side of my helicopters...
Duion
Posts: 1268
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Wed Jan 02, 2019 6:24 pm
If you just want to add something to the texture, just paint it on the texture, it does not have to be a dynamic decal then.
Happenstance
Posts: 83
Joined: Sat Apr 11, 2015 9:08 pm
by Happenstance » Wed Jan 02, 2019 11:52 pm
Easiest route is just painting the sign into the helicopter's texture, as Duion said. You could even have multiple versions of the helicopter texture (maybe one with the decal, one without) and switch between them using setSkinName().

Depending on the effect you're after, you might also look into using a light with a 'cookie' texture to project the decal.
Bloodknight
Posts: 226
Joined: Tue Feb 03, 2015 8:58 pm
by Bloodknight » Wed Jan 09, 2019 12:37 am
just to extend that idea, I believe there is support for multiple UVs, so you could have a generic texture and a different UV for logos etc.
Duion
Posts: 1268
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Wed Jan 09, 2019 10:42 am
You can also add the logo as a model onto the other model, that way it is even physically separated. Multiple UV maps work as well of course, there are 4 slots in Torque by default.
7 posts Page 1 of 1

Who is online

Users browsing this forum: No registered users and 2 guests