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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 cover seams and texture changes using decals placed in the World Editor


When placing 3D objects within a game level sometimes there is a hard, visible transition when two or more objects intersect with each other. An example would be a rock outcrop object and the terrain. We may want to soften this transition between objects for better visual appeal. In this recipe we will add decals to the level to help cover up these seams between objects.

Getting ready

Start up FPS Example in Torque 3D and launch the Deathball Desert level. Press Alt + C to switch to the third-person camera, and then press F11 to open the World Editor. As we want to manipulate the manually-placed decals, open the Decal Editor window by pressing F7, or using the Editors menu.

How to do it...

In the following steps we are going to place a decal to cover up a seam between a 3D shape and the terrain:

  1. Fly the camera to where we will place the decals. For our Deathball Desert example, we will fly to one of the many rock...

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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