Both sides previous revisionPrevious revisionNext revision | Previous revision |
gamedev:textureproperties:color_tint [2012/12/01 18:30] – dragonlord | gamedev:textureproperties:color_tint [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord |
---|
| {{tag>graphic skin texture color}} |
<WRAP youarehere> | <WRAP youarehere> |
[[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **color.tint** | [[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **color.tint** |
</WRAP> | </WRAP> |
| |
<WRAP boxheader> | ====== Skin Texture Property: color.tint ====== |
====== Summary ====== | |
</WRAP> | Defines the tint for the color and color_alpha texture property. |
<WRAP boxcontent> | |
|Texture Property Name|color.tint| | |
|Description|Defines the tint for the color and color_alpha texture property.| | |
|Excepted Data Source|3 component image| | |Excepted Data Source|3 component image| |
|Data Range|0 to 1 for all image components| | |Data Range|0 to 1 for all image components| |
|Default Value|(1, 1, 1)| | |Default Value|(1, 1, 1)| |
|Affected Module|Graphic| | |Affected Modules|Graphic| |
</WRAP> | |Linked Properties|[[gamedev:textureproperties:color|color]], [[gamedev:textureproperties:color_alpha|color_alpha]]| |
| |
====== Description ====== | ====== Description ====== |
| |
The **color.tint** texture property is linked to the **[[gamedev:textureproperties:color|color]]** and **[[gamedev:textureproperties:color_alpha|color_alpha]]** texture properties. It defines a color multiplication factor to tint the images from the **[[gamedev:textureproperties:color|color]]** and **[[gamedev:textureproperties:color_alpha|color_alpha]]** texture properties. This allows to alter the color of textures without requiring new image files for each color variation. Furthermore this allows for dynamic color changes using a renderable for this texture property. | The **color.tint** texture property is linked to the **[[gamedev:textureproperties:color|color]]** and **[[gamedev:textureproperties:color_alpha|color_alpha]]** texture properties. It defines a color multiplication factor to tint the images from the **[[gamedev:textureproperties:color|color]]** and **[[gamedev:textureproperties:color_alpha|color_alpha]]** texture properties. This allows to alter the color of textures without requiring new image files for each color variation. Furthermore this allows for dynamic color changes using a renderable for this texture property. |
| |
The color values are typically a 3 color components with all color components located inside the range from 0 to 1. Values outside this range might be useful for special effects but are not recommended. | The color values are typically a **[[gamedev:renderables|renderable]]** or a 3 color component value with all color components located inside the range from 0 to 1. Values outside this range might be useful for special effects but are not recommended. |
| <WRAP center round tip 80%> |
| Using a **[[gamedev:renderables|renderable]]** the material can be tinted at run-time in the game or already in the **[[gamedev:editors:world|world editor]]**. What rules are used vary from game to game. The Epsylon game expects tintable materials to use a renderable named "**tint**" for this texture property. You can though choose whatever name you want as long as your game scripts know it. |
| </WRAP> |
| |
The default value for this texture property is white (1, 1, 1). | The default value for this texture property is white (1, 1, 1). |
| |
====== Examples ====== | ====== Examples ====== |
( TODO: example image ) | |
| <WRAP column 45%> |
| <WRAP center box 450px> |
| {{ :gamedev:textureproperties:color_tint.png |4 crates with the same skin assigned. Each one has a different tint color}} |
| <WRAP centeralign>4 crates with the same skin assigned. Each one has a different tint color using a **[[gamedev:renderables|dynamic skin]]**. The skin uses a renderable named "tint" for the color.tint texture property. This way the material can be reused in various places just with a different color each time.</WRAP> |
| </WRAP> |
| </WRAP> |
| |
| <WRAP column 45%> |
| <WRAP center box 550px> |
| {{ :gamedev:textureproperties:color_tint2.png |A city scene with individually colored facades using only 3 different tintable materials}} |
| <WRAP centeralign>A city scene with individually colored facades using only 3 different tintable materials. No need for extra materials. Using some random color variations makes boring game buildings more interesting.</WRAP> |
| </WRAP> |
| </WRAP> |
| |
| <WRAP clear></WRAP> |