User Tools

Site Tools


gamedev:skinproperties

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Next revisionBoth sides next revision
gamedev:skinproperties [2017/07/28 23:37] – [Sources] dragonlordgamedev:skinproperties [2017/07/29 00:05] – [Examples] dragonlord
Line 3: Line 3:
 </WRAP> </WRAP>
  
-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 anymore the principle of dynamic texture properties is used. A texture property defines one property of a material the texture composes of. A texture property is identified by a unique name which defines what corresponding material property is altered. The names are not defined by the game engine itself. They can be chosen arbitrarily as long as the various modules ( Graphic, Audio and Physics ) and the Artists attribute the same meaning to the same names. For this purpose a **[[texturepropertylist|list of texture properties]]** is maintained here providing texture property names and their intended use. Modules and Artists should stick to this **[[texturepropertylist|list of texture properties]]** for existing property names but can of course introduce new ones to enhance the engine.+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 any more the principle of //**Dynamic Texture Properties**// is used. A texture property defines one property of a material the texture composes of. A texture property is identified by a unique name which defines what corresponding material property is altered. The names are not defined by the game engine itself. They can be chosen arbitrarily as long as the various modules (Graphic, Audio and Physics) and artists attribute the same meaning to the same names. For this purpose a **[[texturepropertylist|list of texture properties]]** is maintained here providing texture property names and their intended use. Modules and artists should stick to this **[[texturepropertylist|list of texture properties]]** for existing property names but can of course introduce new ones to enhance the engine
 + 
 +The default skin texture format is XML based and can be edited by hand or generated. It is easier though to use the **[[gamedev:deigde:editors:skin|Skin Editor (*.deskin)]]** to edit these resources. This editor provides also a visual preview of the edited skin and also provides support to test **[[gamedev:renderables|Dynamic Skin]]** functionality before using the skin in-game.
  
 Properties can define a material property in various ways. Properties can define a material property in various ways.
Line 26: Line 28:
 ======= 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.
 +
 +====== Examples ======
 +<WRAP group>
 +<WRAP half column box centeralign>
 +{{ youtube>hsr2sBcAjck?600x480 |Special Effects Video Texture}}
 +Using a Video Source to create a Special Effects texture.
 +</WRAP>
 +
 +<WRAP half column box centeralign>
 +{{ youtube>npBzQorenrg?600x480 |Constructed Texture}}
 +Using a Constructed Source to create a texture on the fly.
 +</WRAP>
 +</WRAP>
  
gamedev/skinproperties.txt · Last modified: 2019/05/24 23:43 by dragonlord