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Defines the tint for the color and color_alpha texture property.
|Excepted Data Source||3 component image|
|Data Range||0 to 1 for all image components|
|Default Value||(1, 1, 1)|
|Linked Properties||color, color_alpha|
The color.tint texture property is linked to the color and color_alpha texture properties. It defines a color multiplication factor to tint the images from the color and 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 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.
Using a renderable the material can be tinted at run-time in the game or already in the 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.
The default value for this texture property is white (1, 1, 1).
4 crates with the same skin assigned. Each one has a different tint color using a 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.