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Torque 3D Game Development Cookbook

You're reading from   Torque 3D Game Development Cookbook Over 80 practical recipes and hidden gems for getting the most out of the Torque 3D game engine

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Product type Paperback
Published in Jan 2013
Publisher Packt
ISBN-13 9781849693547
Length 380 pages
Edition 1st Edition
Languages
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Author (1):
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DAVID WYAND DAVID WYAND
Author Profile Icon DAVID WYAND
DAVID WYAND
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Toc

Table of Contents (17) Chapters Close

Torque 3D Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. TorqueScript: The Only Script You Need to Know 2. Working with Your Editors FREE CHAPTER 3. Graphical User Interface 4. Camera and Mouse Controls 5. Your Graphics Evolved 6. Make That Sound Happen 7. Game Objects 8. Multiplayer Servers 9. Importance of Networking 10. Miscellaneous Gameplay Features 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...

You have been reading a chapter from
Torque 3D Game Development Cookbook
Published in: Jan 2013
Publisher: Packt
ISBN-13: 9781849693547
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