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gamedev:deigde:editors:skin

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gamedev:deigde:editors:skin [2020/04/05 00:33]
dragonlord [IGDE Skin Editor]
gamedev:deigde:editors:skin [2021/05/31 13:57] (current)
dragonlord
Line 28: Line 28:
 </​WRAP>​ </​WRAP>​
 </​WRAP>​ </​WRAP>​
 +
 +====== Texture ======
 +
 +{{ :​gamedev:​deigde:​editors:​editor_skin_texture.png?​nolink|Texture panel}}
 +
 +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.
 +
 +The **Texture Preview** panel allows to set texture transformation parameters to apply to the preview model. They are not saved to the skin.
 +
 +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.
 +
 +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.
 +
 +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/>
  
 ====== Constructed View ====== ====== Constructed View ======
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 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/> 
- 
-====== Texture ====== 
- 
-{{ :​gamedev:​deigde:​editors:​editor_skin_texture.png?​nolink|Texture panel}} 
- 
-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. 
- 
-The **Texture Preview** panel allows to set texture transformation parameters to apply to the preview model. They are not saved to the skin. 
- 
-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. 
- 
-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. 
- 
-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/>
  
gamedev/deigde/editors/skin.txt · Last modified: 2021/05/31 13:57 by dragonlord