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gamedev:skinproperties [2017/07/28 23:37] – [Sources] dragonlord | gamedev:skinproperties [2017/07/29 00:05] – [Examples] dragonlord | ||
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- | The Drag[en]gine game engine uses a very open and flexible way to handle skins for models. Instead of defining hard coded material properties that can not be changed | + | The Drag[en]gine game engine uses a very open and flexible way to handle skins for models. Instead of defining hard coded material properties that can not be changed |
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+ | The default skin texture format is XML based and can be edited by hand or generated. It is easier though to use the **[[gamedev: | ||
Properties can define a material property in various ways. | Properties can define a material property in various ways. | ||
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======= Transforms ======= | ======= Transforms ======= | ||
Each property can have a transfrom assigned. Transform are used to manipulate the incoming texture coordinates before they are used for texturing. Transforms are similar to sources in that they are also organized in a tree shape. The advantage of transforms is that they are very fast and produce textures looking dynamic although they are not. Whenever possible use first a transform to animate a texture and resort to renderables or even sources only if there is no other way. | Each property can have a transfrom assigned. Transform are used to manipulate the incoming texture coordinates before they are used for texturing. Transforms are similar to sources in that they are also organized in a tree shape. The advantage of transforms is that they are very fast and produce textures looking dynamic although they are not. Whenever possible use first a transform to animate a texture and resort to renderables or even sources only if there is no other way. | ||
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+ | ====== Examples ====== | ||
+ | <WRAP group> | ||
+ | <WRAP half column box centeralign> | ||
+ | {{ youtube> | ||
+ | Using a Video Source to create a Special Effects texture. | ||
+ | </ | ||
+ | |||
+ | <WRAP half column box centeralign> | ||
+ | {{ youtube> | ||
+ | Using a Constructed Source to create a texture on the fly. | ||
+ | </ | ||
+ | </ | ||