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gamedev:deigde:editors:skin [2020/04/04 16:24] – [IGDE Skin Editor] dragonlord | gamedev:deigde:editors:skin [2021/05/31 13:57] (current) – dragonlord |
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<WRAP group> | <WRAP group> |
<WRAP half column> | <WRAP column> |
{{ :gamedev:deigde:editors:editor_skin.jpg?direct&400 |Skin editor preview}} | {{:gamedev:deigde:editors:editor_skin.jpg?direct&400|Skin editor preview}} |
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| {{:gamedev:deigde:editors:editor_skin2.jpg?direct&400|Skin editor preview constructed view}} |
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</WRAP> | </WRAP> |
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<WRAP half column> | <WRAP group> |
{{ :gamedev:deigde:editors:editor_skin2.jpg?direct&400 |Skin editor preview constructed view}} | <WRAP column> |
| {{youtube>CBKjLXaabm4?medium}} |
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| {{youtube>npBzQorenrg?medium}} |
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| {{youtube>RhtON45Oiic?medium}} |
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</WRAP> | </WRAP> |
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| ====== Texture ====== |
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| {{ :gamedev:deigde:editors:editor_skin_texture.png?nolink|Texture panel}} |
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| Shows the list of all **Textures** in the skin. Textures have a unique **Name** which is used to match textures in //Model// resources. The texture name in the //Model// resource is the master name so match adjust skin texture names to match. |
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| The **Texture Preview** panel allows to set texture transformation parameters to apply to the preview model. They are not saved to the skin. |
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| The **Property** panel shows the list of all [[gamedev:skinproperties|Skin Texture Properties]] assigned to the texture. You can use any name for the properties you like as long as the //Graphic Module// understands them. See the [[gamedev:texturepropertylist|List of Texture Properties]] for the officially supported properties. You can find this list also in the IGDE by using the //Settings -> Texture Property List// menu command. |
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| All properties share the **Name** and **Renderable** parameter. If //Renderable// is not empty string the game scripts can assign a [[gamedev:renderables|Dynamic Skins]] and add a renderable with matching name to dynamically alter the content of all properties using the same renderable name. |
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| Each property has a **Value Type** indicating how the content of the property is produced. The panel below changes depending on the selected value type. |
| <WRAP clear/> |
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====== Constructed View ====== | ====== Constructed View ====== |
Nodes can be grouped to manipulate them as a unit. To enter a group <key>MOUSE_LEFT</key> **double-click** on the node group or use the context menu //Enter Group//. To exit a group <key>MOUSE_LEFT</key> **double-click** outside the group or use the context menu //Exit Group//. | Nodes can be grouped to manipulate them as a unit. To enter a group <key>MOUSE_LEFT</key> **double-click** on the node group or use the context menu //Enter Group//. To exit a group <key>MOUSE_LEFT</key> **double-click** outside the group or use the context menu //Exit Group//. |
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To group nodes select/unselect them using <key>SHIFT-MOUSE_LEFT</key>. Once you have all nodes selected use the context menu //Group Nodes// to group them. | To **Group Nodes** select/unselect them using <key>SHIFT-MOUSE_LEFT</key>. Once you have all nodes selected use the context menu //Group Nodes// to group them. |
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To ungroup nodes select the node group by <key>MOUSE_LEFT<key> then use the context menu //Ungroup nodes//. | To **Ungroup Nodes** select the node group by <key>MOUSE_LEFT</key> then use the context menu //Ungroup nodes//. |
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When a node or node group is selected a bunch of edit points are shown around the node. | When a node or node group is selected a bunch of edit points are shown around the node. |
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To move the node <key>MOUSE_LEFT</key> inside the node without hitting any edit points and **drag** the node to the desire location. | To **Move** the node <key>MOUSE_LEFT</key> inside the node without hitting any edit points and **drag** the node to the desire location. |
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To resize the node <key>MOUSE_LEFT</key> on the blue arrows to resize the node into the direction the arrow points. | To **Resize** the node <key>MOUSE_LEFT</key> on the <typo fc:blue>**blue arrows**</typo> to resize the node into the direction the arrow points. |
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To rotate the node <key>MOUSE_LEFT</key> on the orange arrows to rotate around the center of the node. | To **Rotate** the node <key>MOUSE_LEFT</key> on the <typo fc:#ff4000>**orange arrows**</typo> to rotate around the center of the node. |
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To shear the node <key>MOUSE_LEFT</key> on the green arrows to shear along the direction the arrows points. | To **Shear** the node <key>MOUSE_LEFT</key> on the <typo fc:green>**green arrows**</typo> to shear along the direction the arrows points. |
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| To **Rearrange** the node press: |
| * <key>HOME</key> to raise the node to the top |
| * <key>END</key> to lower the node to the bottom |
| * <key>PAGE_UP</key> to raise the node above the node right above it |
| * <key>PAGE_DOWN</key> to lower the node below the node right below it |
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| To **Delete** the node press <key>DEL</key>. |
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To clear the selected node click into empty space outside any node. | To clear the selected node click into empty space outside any node. |
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At the bottom right you can change the //Zoom// factor as well as panning the canvas. | At the bottom right you can change the **Zoom Factor** as well as panning the canvas. |
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Next to the zoom combo box you find //Layer// selection spin button. The constructed texture property has not only a //Width// and //Height// but also a //Depth// which usually is 1. Depths larger than 1 are used for environment maps or variation properties. Each layer represents a variation in this context. You can switch between the layers by using the //Layer// selection spin button. | Next to the zoom combo box you find **Layer Selection** spin button. The constructed texture property has not only a //Width// and //Height// but also a //Depth// which usually is 1. Depths larger than 1 are used for environment maps or variation properties. Each layer represents a variation in this context. You can switch between the layers by using the //Layer// selection spin button. |
<WRAP center round info 60%> | <WRAP center round info 60%> |
Nodes have a 3-point value to define their position and size. The third point is the //Starting Layer//. If a node has a size with a third component larger than 1 then the node spans multiple layers. Hence a node with position.z=2 and size.z=3 will be visible on layers 2, 3 and 4 (with 0 being the first layer). | Nodes have a 3-point value to define their position and size. The third point is the //Starting Layer//. If a node has a size with a third component larger than 1 then the node spans multiple layers. Hence a node with position.z=2 and size.z=3 will be visible on layers 2, 3 and 4 (with 0 being the first layer). |
</WRAP> | </WRAP> |
<WRAP clear/> | |
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====== Texture ====== | |
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{{ :gamedev:deigde:editors:editor_skin_texture.png?nolink|Texture panel}} | |
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Shows the list of all **Textures** in the skin. Textures have a unique **Name** which is used to match textures in //Model// resources. The texture name in the //Model// resource is the master name so match adjust skin texture names to match. | |
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The **Texture Preview** panel allows to set texture transformation parameters to apply to the preview model. They are not saved to the skin. | |
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The **Property** panel shows the list of all [[gamedev:skinproperties|Skin Texture Properties]] assigned to the texture. You can use any name for the properties you like as long as the //Graphic Module// understands them. See the [[gamedev:texturepropertylist|List of Texture Properties]] for the officially supported properties. You can find this list also in the IGDE by using the //Settings -> Texture Property List// menu command. | |
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All properties share the **Name** and **Renderable** parameter. If //Renderable// is not empty string the game scripts can assign a [[gamedev:renderables|Dynamic Skins]] and add a renderable with matching name to dynamically alter the content of all properties using the same renderable name. | |
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Each property has a **Value Type** indicating how the content of the property is produced. The panel below changes depending on the selected value type. | |
<WRAP clear/> | <WRAP clear/> |
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<WRAP clear/> | <WRAP clear/> |
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===== Preview Video ===== | |
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<WRAP half column centeralign> | |
https://youtu.be/CBKjLXaabm4 \\ | |
Skin Editor Preview Video | |
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<WRAP half column centeralign> | |
https://youtu.be/npBzQorenrg \\ | |
Constructed Textures | |
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<WRAP group> | |
<WRAP half column centeralign> | |
https://youtu.be/RhtON45Oiic \\ | |
Special Effect with Constructed Textures | |
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<WRAP half column centeralign> | |
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